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;