DRG-Femboy-Voice/Source/FSD/Public/PlayerMovementComponent.h
2025-04-15 12:39:31 -07:00

43 lines
1.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "PlayerMovementComponent.generated.h"
class AActor;
class APlayerCharacter;
class UCharacterStateComponent;
class USoundBase;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UPlayerMovementComponent : public UCharacterMovementComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool DebugFastMove;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SlidingOnIceSound;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LedgeClimbZVelocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float MovementPenalty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
APlayerCharacter* Character;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<UCharacterStateComponent> CurrentPhysUpdateState;
public:
UPlayerMovementComponent();
UFUNCTION(BlueprintCallable)
void RemoveGravityModifier(AActor* SourceActor);
UFUNCTION(BlueprintCallable)
void AddGravityModifier(AActor* SourceActor, float Effect);
};