UEPlayerAnimInstance

Clear·2025년 3월 2일

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Inheritance Hierachy

Variables

	UPROPERTY(BlueprintReadOnly, Category = Movement)
	float DirectionAngle;

	UPROPERTY(BlueprintReadOnly, Category = Movement)
	EDirectionType DirectionType;

	UPROPERTY(BlueprintReadOnly, Category = Movement)
	float Lean;

	UPROPERTY(BlueprintReadOnly, Category = Movement)
	bool bIsJumpping;

	UPROPERTY(BlueprintReadOnly, Category = Movement)
	bool bIsCrouched;

	UPROPERTY(BlueprintReadOnly, Category = "Equipped")
	bool bIsEquipped;

	UPROPERTY(BlueprintReadOnly, Category = "Aiming")
	bool bIsAiming;

	UPROPERTY(BlueprintReadOnly, Category = "Aiming")
	bool bIsFiring;

	UPROPERTY(BlueprintReadOnly, Category = "Aiming")
	float AimOffsetYaw;

	UPROPERTY(BlueprintReadOnly, Category = "Aiming")
	float AimOffsetPitch;

	UPROPERTY(BlueprintReadOnly, Category = "Aiming")
	bool bIsTurn;

	UPROPERTY(BlueprintReadOnly, Category = "Layer")
	TSubclassOf<class UEPlayerLinkedAnimLayer> ItemAnimLayer;

	UPROPERTY(BlueprintReadOnly, Category = Movement)
	FTransform LeftHandTransform;

	UPROPERTY(BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
	bool bElimmed;

	UPROPERTY(BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
	bool bUseFABRIK;

	TObjectPtr<class AEPlayer> Player;

    FRotator CharacterRotationLastFrame;

    FRotator CharacterRotation;

    FRotator StartingAimRotation;

    float InterpAimOffsetYaw;

Functions

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