48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
// 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;
|
|
};
|