Removed 'autofinish' from the animation C++ system, replaced it with more elegant implementation in blueprint.

This commit is contained in:
2025-09-22 16:17:21 -04:00
parent e8bc3389a6
commit 4b0f85ef19
11 changed files with 47 additions and 75 deletions

View File

@@ -154,8 +154,8 @@ public:
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target"), Category = "Luprex|Animation Queue")
static void FinishedAnimation(AActor *Target, const FlxAnimationStep &Step, bool AutoUpdate = true);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target", ExpandBoolAsExecs="ReturnValue"), Category = "Luprex|Animation Queue")
static bool AnimationStepIsFinished(AActor *Target, const FlxAnimationStep &Step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static FString GetTangiblePlane(AActor* target);