Character walking is fixed, using the new Movement Component State model.

This commit is contained in:
2026-02-14 00:24:52 -05:00
parent 107cb57b66
commit 96256d7836
10 changed files with 61 additions and 19 deletions

View File

@@ -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);
};