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28 lines
1,001 B
C++
28 lines
1,001 B
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/CharacterMovementComponent.h"
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#include "ExtCharacterMovementComponent.generated.h"
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/**
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*
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*/
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struct FRootMotionMovementParams;
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/*CharacterMovementComponent Class just carries the Mirror Root Motion parameters and applies them when root motion is received from an animation*/
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UCLASS()
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class MIRRORANIMATIONSYSTEM_API UExtCharacterMovementComponent : public UCharacterMovementComponent
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{
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GENERATED_BODY()
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protected:
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virtual void PerformMovement(float DeltaSeconds) override;
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public:
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UPROPERTY(Category = "Character Movement: Root Motion", EditAnywhere, BlueprintReadWrite)
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bool MirrorRootMotion = false;
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UPROPERTY(Category = "Character Movement: Root Motion", EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<EAxis::Type> MirrorAxis = EAxis::None;
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UPROPERTY(Category = "Character Movement: Root Motion", EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<EAxis::Type> FlipAxis = EAxis::None;
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};
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