| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UAbilitySystemComponent; | |
| /** | |
| * ULyraAnimInstance | |
| * | |
| * The base game animation instance class used by this project. | |
| */ | |
| UCLASS(Config = Game) | |
| class ULyraAnimInstance : public UAnimInstance | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraAnimInstance(const FObjectInitializer& ObjectInitializer); | |
| virtual void InitializeWithAbilitySystem(UAbilitySystemComponent* ASC); | |
| protected: | |
| virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; | |
| virtual void NativeInitializeAnimation() override; | |
| virtual void NativeUpdateAnimation(float DeltaSeconds) override; | |
| protected: | |
| // Gameplay tags that can be mapped to blueprint variables. The variables will automatically update as the tags are added or removed. | |
| // These should be used instead of manually querying for the gameplay tags. | |
| UPROPERTY(EditDefaultsOnly, Category = "GameplayTags") | |
| FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap; | |
| UPROPERTY(BlueprintReadOnly, Category = "Character State Data") | |
| float GroundDistance = -1.0f; | |
| }; | |