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

46 lines
1.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Animation/AnimInstance.h"
#include "EVanitySlot.h"
#include "VanityAnimEffect.h"
#include "VanityAnimInstance.generated.h"
UCLASS(Blueprintable, NonTransient)
class UVanityAnimInstance : public UAnimInstance {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EVanitySlot VanitySlot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ArmorCoversBeard;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector ArmorChestThickness;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FRotator ArmorChestRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector ExternalForce;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ExternalForceMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxForce;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FVanityAnimEffect> VanityAnimEffects;
public:
UVanityAnimInstance();
protected:
UFUNCTION(BlueprintCallable)
void UpdateMeshes();
};