Removed 'autofinish' from the animation C++ system, replaced it with more elegant implementation in blueprint.
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@@ -154,8 +154,8 @@ public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target"), Category = "Luprex|Animation Queue")
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static void FinishedAnimation(AActor *Target, const FlxAnimationStep &Step, bool AutoUpdate = true);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
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static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target", ExpandBoolAsExecs="ReturnValue"), Category = "Luprex|Animation Queue")
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static bool AnimationStepIsFinished(AActor *Target, const FlxAnimationStep &Step);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
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static FString GetTangiblePlane(AActor* target);
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