Make Manequin Animation Blueprint generic

This commit is contained in:
baz 2024-02-05 21:36:44 +00:00
parent 07f560e840
commit 2b5670fa9a
5 changed files with 15 additions and 15 deletions

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@ -244,6 +244,16 @@ UNakatomiCMC* ANakatomiCharacter::GetCharacterMovementComponent()
return NakatomiCMC;
}
bool ANakatomiCharacter::GetCrouched()
{
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
{
return cmc->IsCrouching();
}
return false;
}
void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
{
}

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@ -106,6 +106,9 @@ public:
UNakatomiCMC* GetCharacterMovementComponent();
UFUNCTION(BlueprintCallable)
bool GetCrouched();
protected:
virtual void CalculateHits(TArray<FHitResult>* hits);

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@ -779,16 +779,6 @@ bool APlayerCharacter::GetPressedJump()
return jumpPressed;
}
bool APlayerCharacter::GetCrouched()
{
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
{
return cmc->IsCrouching();
}
return false;
}
bool APlayerCharacter::GetIsThrowing()
{
return IsThrowing;

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@ -236,9 +236,6 @@ public:
UFUNCTION(BlueprintCallable)
bool GetPressedJump();
UFUNCTION(BlueprintCallable)
bool GetCrouched();
UFUNCTION(BlueprintCallable)
bool GetIsThrowing();