RealtimeStyleTransferRuntime/Source/LyraGame/Animation/LyraAnimInstance.h

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "GameplayEffectTypes.h"
#include "LyraAnimInstance.generated.h"
class UAbilitySystemComponent;
/**
* ULyraAnimInstance
*
* The base game animation instance class used by this project.
*/
UCLASS(Config = Game)
class ULyraAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
ULyraAnimInstance(const FObjectInitializer& ObjectInitializer);
virtual void InitializeWithAbilitySystem(UAbilitySystemComponent* ASC);
protected:
#if WITH_EDITOR
virtual EDataValidationResult IsDataValid(TArray<FText>& ValidationErrors) override;
#endif // WITH_EDITOR
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
protected:
// Gameplay tags that can be mapped to blueprint variables. The variables will automatically update as the tags are added or removed.
// These should be used instead of manually querying for the gameplay tags.
UPROPERTY(EditDefaultsOnly, Category = "GameplayTags")
FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap;
UPROPERTY(BlueprintReadOnly, Category = "Character State Data")
float GroundDistance = -1.0f;
};