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UTBLHorseAnimInstance

#include <TBLHorseAnimInstance.h>

Inherits from UTBLAnimInstance, UAnimInstance

Public Functions

Name
void AnimNotify_DeathAnim_End()
void EventDamageNoInterrupt(const FAnimDamageParams & DamageEvent)
void EventOnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void EventOnDismounted([[EDismountType]] DismountType)
void EventOnHorseBump(AActor * OtherActor, FName Direction, float Angle, float BumpVelocity, bool bRearImpact)
void EventOnHorseToCharacterImpact(ATBLCharacter * TargetCharacter, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToCharacterImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void EventOnHorseToHorseImpact(AHorse * TargetHorse, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToHorseImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void EventOnHorseToWorldImpact([[FHitResult]] Hit, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToWorldImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void EventOnInterrupt(const FAnimDamageParams & DamageEvent)
void EventOnKilled()
void EventOnKnockdown(const FAnimDamageParams & DamageEvent)
void EventOnMounted(FName Direction)
void EventOnMovementActionStarted(FName MovementName, FRotator Direction)
void EventOnMovementDirectionChanged()
void EventOnMovementStateChanged(FName InMovementState, FName InPreviousMovementState)
void EventOnRiderCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void EventOnStagger(const FAnimDamageParams & DamageEvent)
void EventOnStartAttack(FName InAbilityName, FName InCombatState, FName InComboState, UAttackType * InAttackType)
void EventOnStartDismount(FName Direction)
void EventOnWantsToGallop(bool bWantsToGallop)
FVector GetHorseMomentumBasedScale(AActor * InitiatorActor, FName AbilityName, TSubclassOf< AInventoryItem > InventoryItemClass)
bool IsPlayingMountAnimation()
void OnAnimationSetChanged(TSubclassOf< UAnimationSet > AnimationSet)
void OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo)
void OnCrowdControl(FName InCombatState, const FAnimDamageParams & DamageEvent, [[ECrowdControlVariant]] CrowdControlVariant)
void OnCrowdControlNoDamage(AActor * OwningActor, FName InCombatState, FCrowdControlParams CrowdControlParams)
void OnDismounted(ATBLCharacter * Driver, [[EDismountType]] DismountType)
void OnInterpToMountLocation(FName AnimationName, ATBLCharacter * Character)
void OnKickNoDriver()
void OnKilled(const FDeathDamageTakenEvent & DamageEvent)
void OnMounted(ATBLCharacter * Driver)
void OnMovementActionFinished(FName MovementName)
void OnMovementActionStarted(FName MovementName, FRotator Direction)
void OnPostDamage(const FDamageTakenEvent & DamageEvent, const FPostDamageEventInfo & PostDamageInfo)
void OnRiderCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnRiderCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo)
void OnSignificanceChanged([[ECharacterSignificanceLevel]] InSignificance)
void OnStartAttack()
void PlayDismountAnimation(FName AnimationName)
void PlayLandedAnimation()
void PlayMountAnimation(FName AnimationName)
void StopDismountAnimation()
UTBLHorseAnimInstance()
void UpdateFootStepSounds(float DeltaSeconds, bool bHidden)

Public Attributes

Name
float AimDirection
UAnimationSet * AnimationSetBase
TArray< FName > AttackCombatStates
float CameraRelativeFacingAngle
float CameraRelativeInputAngle
FName CombatState
UAnimMontage * CurrentAttackMontage
float CurrentGroundSpeed
float CurrentSpeed
TMap< FName, FName > DeathMontages
UAnimMontage * DismountMontage
bool HasRider
AHorse * Horse
UHorseMovement * HorseMovement
bool IsDead
bool IsLunge
TMap< FName, FName > MountUpSections
float MovementAcceleration
float MovementDirection
FName MovementState
float MovementStateMaxSpeed
float MovementStateWeight
FAnimNotifyStepEvent OnAnimNotifyStepEvent
TSubclassOf< UAnimationSet > PreviewAnimationSet
float PreviousInputDirection
FName PreviousMovementState
float PreviousSpeed
float PreviousTurnRate
FVector2D ProcessedInput
UTBLCharacterAnimInstance_Playable * RiderAnimBP
TMap< FName, FName > RiderCrowdControlMontage
TMap< FName, FName > RiderCrowdControlMontage1P
[[ECharacterSignificanceLevel]] SignificanceLevel
FRotator SlopeAngle
float SlopeWeight
float StrafeWeight
float TurnRate
float TurnRateAccel
float TurnRateAccelInterpSpeed
float TurnRateInterpSpeed
float TurnRateStopDelay
float TurnRateStopTime
bool WasRecentlyRendered

Updated on 2025-01-21 at 09:02:25 +0100