A little light tweaking
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@@ -4,6 +4,7 @@
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetRegistryState.h"
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#include "AssetRegistry/AssetRegistryState.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/GameInstance.h"
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#include "Components/Widget.h"
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#include "Components/Widget.h"
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#include "WidgetBlueprint.h"
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#include "WidgetBlueprint.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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@@ -9,6 +9,7 @@
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/GameInstance.h"
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#include "Common.h"
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#include "Common.h"
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#include "AnimQueue.h"
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#include "AnimQueue.h"
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@@ -3,6 +3,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Engine/EngineTypes.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "MovementComponentState.generated.h"
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#include "MovementComponentState.generated.h"
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@@ -98,6 +99,11 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Movement Component State")
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Movement Component State")
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static FString DebugString(const FlxMovementComponentState &State);
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static FString DebugString(const FlxMovementComponentState &State);
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// Allows you to pass a MovementComponentState to Format Message.
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//
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UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Luprex|Movement Component State")
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static FFormatArgumentData FormatArgumentDataMovementComponentState(const FlxMovementComponentState &AutoConvertedValue, const FString &Name);
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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//
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//
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// Other operations.
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// Other operations.
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@@ -126,9 +132,4 @@ public:
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//
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Movement Component State", meta = (DefaultToSelf = "Actor", AutoCreateRefTerm = "State"))
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UFUNCTION(BlueprintCallable, Category = "Luprex|Movement Component State", meta = (DefaultToSelf = "Actor", AutoCreateRefTerm = "State"))
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static FlxMovementComponentState SetFakeMovementComponentState(AActor *Actor, const FlxMovementComponentState &State);
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static FlxMovementComponentState SetFakeMovementComponentState(AActor *Actor, const FlxMovementComponentState &State);
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// Allows you to pass a MovementComponentState to Format Message.
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//
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UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Luprex|Movement Component State")
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static FFormatArgumentData FormatArgumentDataMovementComponentState(const FlxMovementComponentState &AutoConvertedValue, const FString &Name);
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};
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};
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@@ -3,9 +3,6 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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// #include "Kismet/KismetSystemLibrary.h"
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// #include "Common.h"
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#include "ScriptedAnimation.generated.h"
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#include "ScriptedAnimation.generated.h"
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class UEnhancedInputLocalPlayerSubsystem;
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class UEnhancedInputLocalPlayerSubsystem;
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