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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 mutex的统一分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... |
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