Mirror_Animation_System/Source/MirrorAnimationSystem/Public/MirrorTable.h

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// Copyright 2017-2021 Rexocrates. All Rights Reserved.
#pragma once
#include "Engine/DataAsset.h"
#include "MirrorTable.generated.h"
/**
*
*/
/*Struct that contains the setup data for Mirroring a single bone or a pair of bones*/
USTRUCT(BlueprintType)
struct MIRRORANIMATIONSYSTEM_API FMirrorBone
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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FName BoneName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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TEnumAsByte<EAxis::Type> MirrorAxis = EAxis::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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TEnumAsByte<EAxis::Type> FlipAxis = EAxis::None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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FRotator RotationOffset = FRotator::ZeroRotator;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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bool IsTwinBone = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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FName TwinBoneName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorAnimation")
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bool MirrorTranslation = false;
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};
/*Data asset class that holds the MirrorBone's parameters for an entire skeleton,
this class is used for both the Mirror Pose Animgraph Node and when selecting a Mirror Table inside the Mirror AnimAsset dialog*/
UCLASS(BlueprintType)
class MIRRORANIMATIONSYSTEM_API UMirrorTable : public UDataAsset
{
GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MirrorBoneSettings")
TArray<FMirrorBone> MirrorBones;
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};