44 lines
1.4 KiB
C++
Executable file
44 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Animation/AnimNotifies/AnimNotifyState.h"
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#include "AnimNotifyState_SpawnMesh.generated.h"
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class UMaterialInstance;
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class UStaticMesh;
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UCLASS(Blueprintable, CollapseCategories, EditInlineNew, MinimalAPI)
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class UAnimNotifyState_SpawnMesh : public UAnimNotifyState {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* Mesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasOverrideMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMaterialInstance* OverrideMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 OverrideMaterialSlot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseFirstPersonComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName SocketName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector ScaleOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LocationOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator RotationOffset;
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UAnimNotifyState_SpawnMesh();
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};
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