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#include <iostream> #include <map> #include <fstream> #include "src/Frame/pc_frame.h" #include "src/FTRL/ftrl_predictor.h" using namespace std; string predict_help() { return string( "\nusage: cat sample | ./fm_predict [<options>]" "\n" "\n" "options:\n" ...
#include <iostream> #include <map> #include <fstream> #include "src/Frame/pc_frame.h" #include "src/FTRL/ftrl_trainer.h" using namespace std; string train_help() { return string( "\nusage: cat sample | ./fm_train [<options>]" "\n" "\n" "options:\n" "-m <...
#include <iostream> #include "src/FTRL/ftrl_model.h" #include "src/FTRL/model_bin_file.h" using namespace std; struct bin_tool_option { bin_tool_option() : task(-1), factor_num(-1), model_number_type("double") {} string input_model_path, output_model_path, model_number_type; int task, factor_num; ...
#include "pc_frame.h" bool pc_frame::init(pc_task& task, int t_num, int buf_size, int log_num) { pTask = &task; threadNum = t_num; bufSize = buf_size; logNum = log_num; sem_init(&semPro, 0, 1); sem_init(&semCon, 0, 0); threadVec.clear(); threadVec.push_back(thread(&pc_frame::pro_thread,...
#ifndef PC_FRAME_H #define PC_FRAME_H #include <string> #include <vector> #include <utility> #include <thread> #include <mutex> #include <queue> #include <condition_variable> #include <semaphore.h> #include <iostream> #include "pc_task.h" using namespace std; class pc_frame { public: pc_frame(){} bool init(p...
#ifndef PC_TASK_H #define PC_TASK_H #include <string> #include <vector> using std::string; using std::vector; class pc_task { public: pc_task(){} virtual void run_task(vector<string>& dataBuffer) = 0; }; #endif //PC_TASK_H
#include "pc_frame.h" #include "test_task.h" int main() { test_task task; pc_frame frame; frame.init(task, 2, 5, 5); frame.run(); return 0; }
#ifndef TEST_TASK_H #define TEST_TASK_H #include <iostream> #include "pc_task.h" using namespace std; class test_task : public pc_task { public: test_task(){} virtual void run_task(vector<string>& dataBuffer) { cout << "==========\n"; for(int i = 0; i < dataBuffer.size(); ++i) { ...
#ifndef FTRL_MODEL_H_ #define FTRL_MODEL_H_ #include <unordered_map> #include <string> #include <vector> #include <mutex> #include <iostream> #include <fstream> #include <cmath> #include <cstring> #include "../Utils/utils.h" #include "../Mem/mem_pool.h" #include "../Mem/my_allocator.h" #include "model_bin_file.h" usi...
#ifndef FTRL_PREDICTOR_H_ #define FTRL_PREDICTOR_H_ #include "../Frame/pc_frame.h" #include "predict_model.h" #include "../Sample/fm_sample.h" struct predictor_option { predictor_option() : factor_num(8), threads_num(1), model_format("txt") {} string model_path, model_format, predict_path, model_number_type;...
#ifndef FTRL_TRAINER_H_ #define FTRL_TRAINER_H_ #include "../Frame/pc_frame.h" #include "ftrl_model.h" #include "../Sample/fm_sample.h" #include "../Utils/utils.h" #include "../Lock/lock_pool.h" struct trainer_option { trainer_option() : k0(true), k1(true), factor_num(8), init_mean(0.0), init_stdev(0.1), w_alpha...
#ifndef MODEL_BIN_FILE_H_ #define MODEL_BIN_FILE_H_ #include <string> #include <iostream> #include <fstream> using namespace std; struct model_bin_info { size_t num_byte_len = 0; size_t factor_num = 0; size_t fea_num = 0; size_t nonzero_fea_num = 0; size_t success_flag = 0; size_t unit_len = ...
#ifndef PREDICT_MODEL_H_ #define PREDICT_MODEL_H_ #include <unordered_map> #include <string> #include <vector> #include <iostream> #include <cmath> #include <cstring> #include "../Utils/utils.h" #include "../Mem/mem_pool.h" #include "../Mem/my_allocator.h" #include "model_bin_file.h" #include "ftrl_model.h" using nam...
#ifndef LOCK_POOL_H_ #define LOCK_POOL_H_ #include <mutex> #include <string> using namespace std; //è´Ÿè´£feature mutexçš„ç»Ÿä¸€åˆ†é… class lock_pool { public: lock_pool() { pBiasMutex = new mutex; pMutexArray = new mutex[lockNum]; } inline mutex* get_feature_lock(const string& f...
#ifndef MEM_POOL_H_ #define MEM_POOL_H_ class mem_pool { public: static void* get_mem(size_t size) { if(size > blockSize) return NULL; if(NULL == pBegin || (char*)pBegin + size > pEnd) { pBegin = malloc(blockSize); pEnd = (char*)pBegin + blockSize; } ...
#ifndef MY_ALLOCATOR_H_ #define MY_ALLOCATOR_H_ #include <unordered_map> #include <string> #include <cstring> #include <iostream> //#include <ext/pool_allocator.h> using namespace std; //U is double or float template<typename T, typename U, template<typename> class MODEL_UNIT> class my_allocator : public allocator<T...
#ifndef FM_SAMPLE_H_ #define FM_SAMPLE_H_ #include <string> #include <vector> #include <iostream> using namespace std; class fm_sample { public: int y; vector<pair<string, double> > x; fm_sample(const string& line); private: static const string spliter; static const string innerSpliter; }; cons...
#include <cmath> #include <stdlib.h> #include "utils.h" const double kPrecision = 0.0000000001; void utils::split_string(string& line, char delimiter, vector<string>* r) { int begin = 0; for(int i = 0; i < line.size(); ++i) { if(line[i] == delimiter) { (*r).push_back(line.substr...
#ifndef FTRL_UTILS_H #define FTRL_UTILS_H #include <string> #include <vector> using namespace std; class utils { public: static void split_string(string& line, char delimiter, vector<string>* r); static int sgn(double x); static double uniform(); static double gaussian(); static double gaussian(do...
#include "AlsAnimationInstance.h" #include "AlsAnimationInstanceProxy.h" #include "AlsCharacter.h" #include "DrawDebugHelpers.h" #include "Components/CapsuleComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Curves/CurveFloat.h" #include "Engine/SkeletalMesh.h" #include "GameFramework/CharacterMoveme...
#include "AlsAnimationInstanceProxy.h" #include "AlsAnimationInstance.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimationInstanceProxy) FAlsAnimationInstanceProxy::FAlsAnimationInstanceProxy(UAnimInstance* AnimationInstance) : FAnimInstanceProxy{AnimationInstance} {} void FAlsAnimationInstanceProxy::PostUpdate...
#include "AlsCharacter.h" #include "AlsAnimationInstance.h" #include "AlsCharacterMovementComponent.h" #include "TimerManager.h" #include "Components/CapsuleComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Curves/CurveFloat.h" #include "GameFramework/GameNetworkManager.h" #include "GameFramework/Pl...
#include "AlsCharacterMovementComponent.h" #include "AlsCharacter.h" #include "Components/CapsuleComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Curves/CurveVector.h" #include "Engine/World.h" #include "GameFramework/Controller.h" #include "Utility/AlsMacros.h" #include "Utility/AlsRotation.h" #in...
#include "AlsCharacter.h" #include "AlsAnimationInstance.h" #include "AlsCharacterMovementComponent.h" #include "DrawDebugHelpers.h" #include "TimerManager.h" #include "Components/CapsuleComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Engine/NetConnection.h" #include "Engine/SkeletalMesh.h" #inclu...
#include "AlsCharacter.h" #include "DisplayDebugHelpers.h" #include "DrawDebugHelpers.h" #include "Animation/AnimInstance.h" #include "Animation/Skeleton.h" #include "Components/CapsuleComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Engine/Canvas.h" #include "Engine/Engine.h" #include "Engine/Skel...
#include "AlsLinkedAnimationInstance.h" #include "AlsAnimationInstance.h" #include "AlsAnimationInstanceProxy.h" #include "AlsCharacter.h" #include "Components/SkeletalMeshComponent.h" #include "Utility/AlsMacros.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsLinkedAnimationInstance) UAlsLinkedAnimationInstance::UAl...
#include "ALSModule.h" #include "Utility/AlsLog.h" #if ALLOW_CONSOLE #include "Engine/Console.h" #endif #if WITH_EDITOR #include "MessageLogModule.h" #endif IMPLEMENT_MODULE(FALSModule, ALS) #define LOCTEXT_NAMESPACE "ALSModule" void FALSModule::StartupModule() { FDefaultModuleImpl::StartupModule(); #if ALLOW_C...
#pragma once #include "Modules/ModuleManager.h" struct FAutoCompleteCommand; class ALS_API FALSModule : public FDefaultModuleImpl { public: virtual void StartupModule() override; virtual void ShutdownModule() override; private: #if ALLOW_CONSOLE void Console_OnRegisterAutoCompleteEntries(TArray<FAutoCompleteCom...
#include "Nodes/AlsAnimNode_CurvesBlend.h" #include "Animation/AnimTrace.h" #include "Utility/AlsEnumUtility.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimNode_CurvesBlend) void FAlsAnimNode_CurvesBlend::Initialize_AnyThread(const FAnimationInitializeContext& Context) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC(...
#include "Nodes/AlsAnimNode_GameplayTagsBlend.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimNode_GameplayTagsBlend) int32 FAlsAnimNode_GameplayTagsBlend::GetActiveChildIndex() { const auto& CurrentActiveTag{GetActiveTag()}; return CurrentActiveTag.IsValid() ? GetTags().Find(CurrentActiveTag) + 1 ...
#include "Nodes/AlsRigUnits.h" #include "Engine/World.h" #include "Utility/AlsMath.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnits) FAlsRigVMFunction_Clamp01Float_Execute() { Result = UAlsMath::Clamp01(Value); } void FAlsRigVMFunction_DamperExactVector::Initialize() { bInitialized = false; } FAlsRigVMFun...
#include "Nodes/AlsRigUnit_ApplyFootOffsetLocation.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnit_ApplyFootOffsetLocation) void FAlsRigUnit_ApplyFootOffsetLocation::Initialize() { bInitialized = false; } FAlsRigUnit_ApplyFootOffsetLocation_Execute() { DECLARE_SCOPE_HIERARCHICAL_COUNTER_RIGUNIT() const au...
#include "Nodes/AlsRigUnit_ApplyFootOffsetRotation.h" #include "Engine/HitResult.h" #include "Utility/AlsMath.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnit_ApplyFootOffsetRotation) void FAlsRigUnit_ApplyFootOffsetRotation::Initialize() { bInitialized = false; } FAlsRigUnit_ApplyFootOffsetRotation_Execute(...
#include "Nodes/AlsRigUnit_ChainLength.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnit_ChainLength) namespace AlsChainLengthRigUnit { static float CalculateChainLength(const FRigTransformElement* AncestorElement, const FRigTransformElement* DescendantElement, const URigHiera...
#include "Nodes/AlsRigUnit_DistributeRotationSimple.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnit_DistributeRotationSimple) FAlsRigUnit_DistributeRotationSimple_Execute() { DECLARE_SCOPE_HIERARCHICAL_COUNTER_RIGUNIT() auto* Hierarchy{ExecuteContext.Hierarchy}; if (!IsValid(Hierarchy)) { return; } i...
#include "Nodes/AlsRigUnit_FootOffsetTrace.h" #include "Engine/HitResult.h" #include "Engine/World.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnit_FootOffsetTrace) FAlsRigUnit_FootOffsetTrace_Execute() { DECLARE_SCOPE_HIERARCHICAL_COUNTER_RIGUNIT() if (!bEnabled) { OffsetLocationZ = 0.0f; OffsetNormal...
#include "Nodes/AlsRigUnit_HandIkRetargeting.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsRigUnit_HandIkRetargeting) FAlsRigUnit_HandIkRetargeting_Execute() { DECLARE_SCOPE_HIERARCHICAL_COUNTER_RIGUNIT() auto* Hierarchy{ExecuteContext.Hierarchy}; if (!IsValid(Hierarchy) || !CachedLeftHandItem.UpdateCache(...
#include "Notifies/AlsAnimNotifyState_EarlyBlendOut.h" #include "AlsCharacter.h" #include "Animation/AnimInstance.h" #include "Animation/AnimMontage.h" #include "Components/SkeletalMeshComponent.h" #include "Utility/AlsMacros.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimNotifyState_EarlyBlendOut) UAlsAnimNotif...
#include "Notifies/AlsAnimNotifyState_SetLocomotionAction.h" #include "AlsCharacter.h" #include "Components/SkeletalMeshComponent.h" #include "Utility/AlsUtility.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimNotifyState_SetLocomotionAction) UAlsAnimNotifyState_SetLocomotionAction::UAlsAnimNotifyState_SetLocomot...
#include "Notifies/AlsAnimNotifyState_SetRootMotionScale.h" #include "Components/SkeletalMeshComponent.h" #include "GameFramework/Character.h" #include "Utility/AlsLog.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimNotifyState_SetRootMotionScale) UAlsAnimNotifyState_SetRootMotionScale::UAlsAnimNotifyState_SetRoo...
#include "Notifies/AlsAnimNotify_FootstepEffects.h" #include "AlsCharacter.h" #include "DrawDebugHelpers.h" #include "NiagaraFunctionLibrary.h" #include "Animation/AnimInstance.h" #include "Components/AudioComponent.h" #include "Components/DecalComponent.h" #include "Components/SkeletalMeshComponent.h" #include "Engin...
#include "Notifies/AlsAnimNotify_SetGroundedEntryMode.h" #include "AlsAnimationInstance.h" #include "Components/SkeletalMeshComponent.h" #include "Utility/AlsUtility.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimNotify_SetGroundedEntryMode) UAlsAnimNotify_SetGroundedEntryMode::UAlsAnimNotify_SetGroundedEntryMod...
#include "RootMotionSources/AlsRootMotionSource_Mantling.h" #include "Animation/AnimInstance.h" #include "Components/SkeletalMeshComponent.h" #include "GameFramework/Character.h" #include "GameFramework/CharacterMovementComponent.h" #include "Settings/AlsMantlingSettings.h" #include "Utility/AlsMacros.h" #include "...
#include "Settings/AlsAnimationInstanceSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsAnimationInstanceSettings) UAlsAnimationInstanceSettings::UAlsAnimationInstanceSettings() { InAir.GroundPredictionResponseChannels = { ECC_WorldStatic, ECC_WorldDynamic, ECC_Destructible }; InAir.GroundPredict...
#include "Settings/AlsCharacterSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsCharacterSettings) UAlsCharacterSettings::UAlsCharacterSettings() { Mantling.MantlingTraceResponseChannels = { ECC_WorldStatic, ECC_WorldDynamic, ECC_Destructible }; Mantling.MantlingTraceResponses.WorldStatic = ECR_B...
#include "Settings/AlsInAirSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsInAirSettings) #if WITH_EDITOR void FAlsInAirSettings::PostEditChangeProperty(const FPropertyChangedEvent& ChangedEvent) { if (ChangedEvent.GetPropertyName() == GET_MEMBER_NAME_STRING_VIEW_CHECKED(FAlsInAirSettings, GroundPredictionRe...
#include "Settings/AlsMantlingSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsMantlingSettings) #if WITH_EDITOR void FAlsGeneralMantlingSettings::PostEditChangeProperty(const FPropertyChangedEvent& ChangedEvent) { if (ChangedEvent.GetPropertyName() == GET_MEMBER_NAME_STRING_VIEW_CHECKED(FAlsGeneralMantlingSe...
#include "Utility/AlsDebugUtility.h" #include "DrawDebugHelpers.h" #include "Engine/HitResult.h" #include "Engine/World.h" #include "GameFramework/HUD.h" #include "GameFramework/PlayerController.h" #include "Utility/AlsMacros.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsDebugUtility) bool UAlsDebugUtility::ShouldD...
#include "Utility/AlsGameplayTags.h" namespace AlsViewModeTags { UE_DEFINE_GAMEPLAY_TAG(FirstPerson, FName{TEXTVIEW("Als.ViewMode.FirstPerson")}) UE_DEFINE_GAMEPLAY_TAG(ThirdPerson, FName{TEXTVIEW("Als.ViewMode.ThirdPerson")}) } namespace AlsLocomotionModeTags { UE_DEFINE_GAMEPLAY_TAG(Grounded, FName{TEXTVIEW("...
#include "Utility/AlsLog.h" const FName AlsLog::MessageLogName{TEXTVIEW("Als")}; DEFINE_LOG_CATEGORY(LogAls)
#include "Utility/AlsMacros.h" #include "CoreGlobals.h" #include "Async/UniqueLock.h" #include "Async/WordMutex.h" #include "Containers/StaticArray.h" #include "HAL/IConsoleManager.h" #include "HAL/PlatformTime.h" #include "Templates/Function.h" #if DO_ENSURE && !USING_CODE_ANALYSIS namespace AlsEnsure { static uin...
#include "Utility/AlsMath.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsMath) float UAlsMath::SpringDamperFloat(FAlsSpringFloatState& SpringState, const float Current, const float Target, const float DeltaTime, const float Frequency, const float DampingRatio, const float TargetVeloc...
#include "Utility/AlsMontageUtility.h" #include "Animation/AnimInstance.h" #include "Animation/AnimMontage.h" #include "Animation/AnimSequence.h" #include "Utility/AlsMacros.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsMontageUtility) FTransform UAlsMontageUtility::ExtractRootTransformFromMontage(const UAnimMontag...
#include "Utility/AlsUtility.h" #include "GameplayTagsManager.h" #include "Animation/AnimInstance.h" #include "Components/SkeletalMeshComponent.h" #include "Engine/World.h" #include "GameFramework/Character.h" #include "GameFramework/PlayerState.h" #include "Utility/AlsMacros.h" #include UE_INLINE_GENERATED_CPP_BY_NA...
#include "Utility/AlsVector.h" #include "Utility/AlsMath.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AlsVector) FVector UAlsVector::SlerpSkipNormalization(const FVector& From, const FVector& To, const float Ratio) { // http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/ auto Dot{From ...
#pragma once #include "Animation/AnimInstance.h" #include "Engine/World.h" #include "State/AlsControlRigInput.h" #include "State/AlsCrouchingState.h" #include "State/AlsDynamicTransitionsState.h" #include "State/AlsFeetState.h" #include "State/AlsGroundedState.h" #include "State/AlsHeadState.h" #include "State/AlsInAi...
#pragma once #include "Animation/AnimInstanceProxy.h" #include "AlsAnimationInstanceProxy.generated.h" USTRUCT() struct ALS_API FAlsAnimationInstanceProxy : public FAnimInstanceProxy { GENERATED_BODY() public: FAlsAnimationInstanceProxy() = default; explicit FAlsAnimationInstanceProxy(UAnimInstance* AnimationIns...
#pragma once #include "GameFramework/Character.h" #include "State/AlsLocomotionState.h" #include "State/AlsMantlingState.h" #include "State/AlsMovementBaseState.h" #include "State/AlsRagdollingState.h" #include "State/AlsRollingState.h" #include "State/AlsViewState.h" #include "Utility/AlsGameplayTags.h" #include "Als...
#pragma once #include "GameFramework/CharacterMovementComponent.h" #include "Settings/AlsMovementSettings.h" #include "AlsCharacterMovementComponent.generated.h" using FAlsPhysicsRotationDelegate = TMulticastDelegate<void(float DeltaTime)>; class ALS_API FAlsCharacterNetworkMoveData : public FCharacterNetworkMoveDat...
#pragma once #include "Animation/AnimInstance.h" #include "AlsLinkedAnimationInstance.generated.h" class AAlsCharacter; UCLASS() class ALS_API UAlsLinkedAnimationInstance : public UAnimInstance { GENERATED_BODY() protected: UPROPERTY(VisibleAnywhere, Category = "State", Transient) TWeakObjectPtr<UAlsAnimationIns...
#pragma once #include "Animation/AnimNodeBase.h" #include "AlsAnimNode_CurvesBlend.generated.h" UENUM(BlueprintType) enum class EAlsCurvesBlendMode : uint8 { // Blend poses using blend amount. Same as ECurveBlendOption::BlendByWeight. BlendByAmount, // Only set the value if the curves pose has the curve value. Sam...
#pragma once #include "GameplayTagContainer.h" #include "AnimNodes/AnimNode_BlendListBase.h" #include "AlsAnimNode_GameplayTagsBlend.generated.h" class UAlsAnimGraphNode_GameplayTagsBlend; USTRUCT() struct ALS_API FAlsAnimNode_GameplayTagsBlend : public FAnimNode_BlendListBase { GENERATED_BODY() friend UAlsAnimGr...
#pragma once #include "RigVMFunctions/RigVMFunction_ControlFlow.h" #include "RigVMFunctions/Math/RigVMFunction_MathFloat.h" #include "RigVMFunctions/Simulation/RigVMFunction_SimBase.h" #include "Units/RigUnit.h" #include "AlsRigUnits.generated.h" USTRUCT(DisplayName = "Clamp 01", Meta = (Category = "ALS")) struct ALS...
#pragma once #include "Units/RigUnit.h" #include "Utility/AlsMath.h" #include "AlsRigUnit_ApplyFootOffsetLocation.generated.h" USTRUCT(DisplayName = "Apply Foot Offset Location", Meta = (Category = "ALS", NodeColor = "0.0 0.36 1.0")) struct ALS_API FAlsRigUnit_ApplyFootOffsetLocation : public FRigUnitMutable { GENER...
#pragma once #include "Units/RigUnit.h" #include "AlsRigUnit_ApplyFootOffsetRotation.generated.h" USTRUCT(DisplayName = "Apply Foot Offset Rotation", Meta = (Category = "ALS", NodeColor = "0.0 0.36 1.0")) struct ALS_API FAlsRigUnit_ApplyFootOffsetRotation : public FRigUnitMutable { GENERATED_BODY() public: UPROPER...
#pragma once #include "Units/RigUnit.h" #include "AlsRigUnit_ChainLength.generated.h" USTRUCT(DisplayName = "Chain Length", Meta = (Category = "ALS", NodeColor = "0.05 0.25 0.05")) struct ALS_API FAlsRigUnit_ChainLength : public FRigUnit { GENERATED_BODY() public: UPROPERTY(Meta = (Input, ExpandByDefault)) FRigEl...
#pragma once #include "Units/RigUnit.h" #include "AlsRigUnit_DistributeRotationSimple.generated.h" USTRUCT(DisplayName = "Distribute Rotation Simple", Meta = (Category = "ALS", NodeColor = "0.0 0.36 1.0")) struct ALS_API FAlsRigUnit_DistributeRotationSimple : public FRigUnitMutable { GENERATED_BODY() public: UPROP...
#pragma once #include "Units/RigUnit.h" #include "AlsRigUnit_FootOffsetTrace.generated.h" USTRUCT(DisplayName = "Foot Offset Trace", Meta = (Category = "ALS", NodeColor = "0.2 0.4 1.0")) struct ALS_API FAlsRigUnit_FootOffsetTrace : public FRigUnit { GENERATED_BODY() public: UPROPERTY(Transient, Meta = (Input)) FV...
#pragma once #include "Units/RigUnit.h" #include "AlsRigUnit_HandIkRetargeting.generated.h" USTRUCT(DisplayName = "Hand Ik Retargeting", Meta = (Category = "ALS", NodeColor = "0.0 0.36 1.0")) struct ALS_API FAlsRigUnit_HandIkRetargeting : public FRigUnitMutable { GENERATED_BODY() public: UPROPERTY(Meta = (Input, E...
#pragma once #include "Animation/AnimNotifies/AnimNotifyState.h" #include "Utility/AlsGameplayTags.h" #include "AlsAnimNotifyState_EarlyBlendOut.generated.h" UCLASS(DisplayName = "Als Early Blend Out Animation Notify State") class ALS_API UAlsAnimNotifyState_EarlyBlendOut : public UAnimNotifyState { GENERATED_BODY()...
#pragma once #include "GameplayTagContainer.h" #include "Animation/AnimNotifies/AnimNotifyState.h" #include "AlsAnimNotifyState_SetLocomotionAction.generated.h" UCLASS(DisplayName = "Als Set Locomotion Action Animation Notify State") class ALS_API UAlsAnimNotifyState_SetLocomotionAction : public UAnimNotifyState { G...
#pragma once #include "Animation/AnimNotifies/AnimNotifyState.h" #include "AlsAnimNotifyState_SetRootMotionScale.generated.h" UCLASS(DisplayName = "Als Set Root Motion Scale Animation Notify State") class ALS_API UAlsAnimNotifyState_SetRootMotionScale : public UAnimNotifyState { GENERATED_BODY() protected: UPROPER...
#pragma once #include "Animation/AnimNotifies/AnimNotify.h" #include "Engine/DataAsset.h" #include "Engine/EngineTypes.h" #include "AlsAnimNotify_FootstepEffects.generated.h" enum EPhysicalSurface : int; struct FHitResult; class USoundBase; class UMaterialInterface; class UNiagaraSystem; UENUM(BlueprintType) enum cl...
#pragma once #include "GameplayTagContainer.h" #include "Animation/AnimNotifies/AnimNotify.h" #include "AlsAnimNotify_SetGroundedEntryMode.generated.h" UCLASS(DisplayName = "Als Set Grounded Entry Mode Animation Notify") class ALS_API UAlsAnimNotify_SetGroundedEntryMode : public UAnimNotify { GENERATED_BODY() prote...
#pragma once #include "GameFramework/RootMotionSource.h" #include "AlsRootMotionSource_Mantling.generated.h" class UAlsMantlingSettings; USTRUCT() struct ALS_API FAlsRootMotionSource_Mantling : public FRootMotionSource { GENERATED_BODY() public: UPROPERTY() TObjectPtr<const UAlsMantlingSettings> MantlingSetti...
#pragma once #include "AlsCrouchingSettings.h" #include "AlsDynamicTransitionsSettings.h" #include "AlsFeetSettings.h" #include "AlsGeneralAnimationSettings.h" #include "AlsGroundedSettings.h" #include "AlsHeadSettings.h" #include "AlsInAirSettings.h" #include "AlsRotateInPlaceSettings.h" #include "AlsStandingSetti...
#pragma once #include "AlsInAirRotationMode.h" #include "AlsMantlingSettings.h" #include "AlsRagdollingSettings.h" #include "AlsRollingSettings.h" #include "AlsViewSettings.h" #include "AlsCharacterSettings.generated.h" UCLASS(Blueprintable, BlueprintType) class ALS_API UAlsCharacterSettings : public UDataAsset { ...
#pragma once #include "AlsCrouchingSettings.generated.h" class UCurveFloat; USTRUCT(BlueprintType) struct ALS_API FAlsCrouchingSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ForceUnits = "cm/s")) float AnimatedCrouchSpeed{150.0f}; // Movement ...
#pragma once #include "AlsDynamicTransitionsSettings.generated.h" class UAnimSequenceBase; USTRUCT(BlueprintType) struct ALS_API FAlsDynamicTransitionsSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ForceUnits = "cm")) float FootLockDistanceThres...
#pragma once #include "AlsFeetSettings.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsFeetSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") uint8 bDisableFootLock : 1 {false}; // Specifies the maximum angle by which the foot lock location can differ from the th...
#pragma once #include "AlsGeneralAnimationSettings.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsGeneralAnimationSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") uint8 bUseHandIkBones : 1 {true}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") ...
#pragma once #include "AlsGroundedSettings.generated.h" class UCurveFloat; USTRUCT(BlueprintType) struct ALS_API FAlsGroundedSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") TObjectPtr<UCurveFloat> RotationYawOffsetForwardCurve; UPROPERTY(EditAnywhere, BlueprintReadW...
#pragma once #include "AlsHeadSettings.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsHeadSettings { GENERATED_BODY() // The lower the value, the faster the interpolation. A zero value results in instant interpolation. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, For...
#pragma once #include "AlsInAirRotationMode.generated.h" UENUM(BlueprintType) enum class EAlsInAirRotationMode : uint8 { RotateToVelocityOnJump, KeepRelativeRotation, KeepWorldRotation };
#pragma once #include "Engine/EngineTypes.h" #include "AlsInAirSettings.generated.h" class UCurveFloat; USTRUCT(BlueprintType) struct ALS_API FAlsInAirSettings { GENERATED_BODY() public: // Vertical velocity to lean amount curve. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") TObjectPtr<UCurve...
#pragma once #include "AlphaBlend.h" #include "Engine/DataAsset.h" #include "Engine/EngineTypes.h" #include "Engine/NetSerialization.h" #include "AlsMantlingSettings.generated.h" class UAnimMontage; class UCurveFloat; UENUM(BlueprintType) enum class EAlsMantlingType : uint8 { High, Low, InAir }; USTRUCT(Bluep...
#pragma once #include "Engine/DataAsset.h" #include "Utility/AlsGameplayTags.h" #include "AlsMovementSettings.generated.h" class UCurveFloat; class UCurveVector; USTRUCT(BlueprintType) struct ALS_API FAlsMovementGaitSettings { GENERATED_BODY() public: // Currently, the direction-dependent movement speed can ca...
#pragma once #include "AlsRagdollingSettings.generated.h" class UAnimMontage; USTRUCT(BlueprintType) struct ALS_API FAlsRagdollingSettings { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") uint8 bStartRagdollingOnLand : 1 {true}; // Ragdolling will start if the charact...
#pragma once #include "AlsRollingSettings.generated.h" class UAnimMontage; USTRUCT(BlueprintType) struct ALS_API FAlsRollingSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") TObjectPtr<UAnimMontage> Montage; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS"...
#pragma once #include "AlsRotateInPlaceSettings.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsRotateInPlaceSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ClampMax = 180, ForceUnits = "deg")) float ViewYawAngleThreshold{50.0f}; UPROPERT...
#pragma once #include "AlsStandingSettings.generated.h" class UCurveFloat; USTRUCT(BlueprintType) struct ALS_API FAlsStandingSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ForceUnits = "cm/s")) float AnimatedWalkSpeed{150.0f}; UPROPERTY(EditAn...
#pragma once #include "AlsTransitionsSettings.generated.h" class UAnimSequenceBase; USTRUCT(BlueprintType) struct ALS_API FAlsTransitionsSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ForceUnits = "s")) float QuickStopBlendInDuration{0.1f}; UP...
#pragma once #include "AlsTurnInPlaceSettings.generated.h" class UAnimSequenceBase; UCLASS(BlueprintType, EditInlineNew) class ALS_API UAlsTurnInPlaceSettings : public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings") TObjectPtr<UAnimSequenceBase> Sequence; ...
#pragma once #include "AlsViewSettings.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsViewSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS") uint8 bEnableNetworkSmoothing : 1 {true}; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS") uint8 bEnableListenSe...
#pragma once #include "AlsControlRigInput.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsControlRigInput { GENERATED_BODY() // TODO Replace bool with uint8 in future engine versions. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") bool bUseHandIkBones{false}; UPROPERTY(EditAnywhere, Blue...
#pragma once #include "AlsCrouchingState.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsCrouchingState { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ClampMax = 1)) float StrideBlendAmount{0.0f}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category...
#pragma once #include "AlsDynamicTransitionsState.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsDynamicTransitionsState { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") uint8 bUpdatedThisFrame : 1 {false}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") in...
#pragma once #include "AlsFeetState.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsFootState { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS", Meta = (ClampMin = 0, ClampMax = 1)) float LockAmount{0.0f}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") FVe...
#pragma once #include "State/AlsMovementDirection.h" #include "AlsGroundedState.generated.h" UENUM(BlueprintType) enum class EAlsHipsDirection : uint8 { Forward, Backward, LeftForward, LeftBackward, RightForward, RightBackward, }; USTRUCT(BlueprintType) struct ALS_API FAlsVelocityBlendState { GENERATED_BOD...
#pragma once #include "AlsHeadState.generated.h" USTRUCT(BlueprintType) struct ALS_API FAlsHeadState { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") uint8 bInitializationRequired : 1 {true}; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS") uint8 bSwitchingLookSi...