Mirror_Animation_System/Source/MirrorAnimationSystem/Public/ExtCharacterMovementComponent.h

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2021-08-07 09:38:59 +00:00
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/CharacterMovementComponent.h"
#include "ExtCharacterMovementComponent.generated.h"
/**
*
*/
struct FRootMotionMovementParams;
/*CharacterMovementComponent Class just carries the Mirror Root Motion parameters and applies them when root motion is received from an animation*/
UCLASS()
class MIRRORANIMATIONSYSTEM_API UExtCharacterMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
protected:
virtual void PerformMovement(float DeltaSeconds) override;
public:
UPROPERTY(Category = "Character Movement: Root Motion", EditAnywhere, BlueprintReadWrite)
bool MirrorRootMotion = false;
UPROPERTY(Category = "Character Movement: Root Motion", EditAnywhere, BlueprintReadWrite)
TEnumAsByte<EAxis::Type> MirrorAxis = EAxis::None;
UPROPERTY(Category = "Character Movement: Root Motion", EditAnywhere, BlueprintReadWrite)
TEnumAsByte<EAxis::Type> FlipAxis = EAxis::None;
};