Add more abilities in the sample

This commit is contained in:
Arnaud Jamin
2023-10-05 16:57:43 -04:00
parent e952256b98
commit 25f2e06400
83 changed files with 966 additions and 356 deletions
@@ -0,0 +1,66 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/RootMotionSource.h"
#include "CogSampleRootMotionParams.generated.h"
class UGameplayEffect;
//--------------------------------------------------------------------------------------------------------------------------
USTRUCT(BlueprintType)
struct FCogSampleRootMotionParams
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
AActor* Instigator;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
AActor* Causer;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<UGameplayEffect> Effect;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FRotator Rotation;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool IsAdditive = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 Priority = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Duration = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Distance = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Height = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MinimumLandedTriggerTime = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bFinishOnLanded = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ERootMotionFinishVelocityMode FinishVelocityMode = ERootMotionFinishVelocityMode::MaintainLastRootMotionVelocity;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector FinishSetVelocity = FVector::ZeroVector;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float FinishClampVelocity = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UCurveVector* PathOffsetCurve = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UCurveFloat* TimeMappingCurve = nullptr;
};