Character walking is fixed, using the new Movement Component State model.
This commit is contained in:
@@ -124,6 +124,6 @@ public:
|
||||
// state is usually read by the animation blueprint
|
||||
// when the real movement component is disabled.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, Category = "Luprex|Movement Component State", meta = (AutoCreateRefTerm = "State"))
|
||||
UFUNCTION(BlueprintCallable, Category = "Luprex|Movement Component State", meta = (DefaultToSelf = "Actor", AutoCreateRefTerm = "State"))
|
||||
static FlxMovementComponentState SetFakeMovementComponentState(AActor *Actor, const FlxMovementComponentState &State);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user