Add AnimStarterPack to Project
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Content/AnimStarterPack/Aim_Space_Hip.uasset
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Content/AnimStarterPack/Aim_Space_Hip.uasset
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Content/AnimStarterPack/Aim_Space_Ironsights.uasset
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Content/AnimStarterPack/Aim_Space_Ironsights.uasset
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Content/AnimStarterPack/BS_CrouchWalk.uasset
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Content/AnimStarterPack/BS_CrouchWalk.uasset
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Content/AnimStarterPack/BS_Jog.uasset
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Content/AnimStarterPack/BS_Jog.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Death_1.uasset
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Content/AnimStarterPack/Death_1.uasset
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Content/AnimStarterPack/Death_2.uasset
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Content/AnimStarterPack/Death_2.uasset
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Content/AnimStarterPack/Death_3.uasset
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Content/AnimStarterPack/Death_3.uasset
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Content/AnimStarterPack/Death_Ironsights_1.uasset
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Content/AnimStarterPack/Death_Ironsights_1.uasset
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Content/AnimStarterPack/Death_Ironsights_2.uasset
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Content/AnimStarterPack/Death_Ironsights_2.uasset
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Content/AnimStarterPack/Equip_Pistol_Standing.uasset
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Content/AnimStarterPack/Equip_Pistol_Standing.uasset
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Content/AnimStarterPack/Equip_Rifle_Standing.uasset
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Content/AnimStarterPack/Equip_Rifle_Standing.uasset
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Content/AnimStarterPack/Fire_Rifle_Hip.uasset
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Content/AnimStarterPack/Fire_Rifle_Hip.uasset
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Content/AnimStarterPack/Fire_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Fire_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Fire_Shotgun_Hip.uasset
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Content/AnimStarterPack/Fire_Shotgun_Hip.uasset
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Content/AnimStarterPack/Fire_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Fire_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Hit_React_1.uasset
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Content/AnimStarterPack/Hit_React_1.uasset
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Content/AnimStarterPack/Hit_React_2.uasset
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Content/AnimStarterPack/Hit_React_2.uasset
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Content/AnimStarterPack/Hit_React_3.uasset
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Content/AnimStarterPack/Hit_React_3.uasset
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Content/AnimStarterPack/Hit_React_4.uasset
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Content/AnimStarterPack/Hit_React_4.uasset
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Content/AnimStarterPack/Idle_Pistol.uasset
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Content/AnimStarterPack/Idle_Pistol.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break1.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break1.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break2.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break2.uasset
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Content/AnimStarterPack/Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Jog_Bwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Bwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Fwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Fwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Lt_Rifle.uasset
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Content/AnimStarterPack/Jog_Lt_Rifle.uasset
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Content/AnimStarterPack/Jog_Rt_Rifle.uasset
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Content/AnimStarterPack/Jog_Rt_Rifle.uasset
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Content/AnimStarterPack/Jump_From_Jog.uasset
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Content/AnimStarterPack/Jump_From_Jog.uasset
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Content/AnimStarterPack/Jump_From_Stand.uasset
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Content/AnimStarterPack/Jump_From_Stand.uasset
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Content/AnimStarterPack/Jump_From_Stand_Ironsights.uasset
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Content/AnimStarterPack/Jump_From_Stand_Ironsights.uasset
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Content/AnimStarterPack/Prone_Death_1.uasset
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Content/AnimStarterPack/Prone_Death_1.uasset
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Content/AnimStarterPack/Prone_Death_2.uasset
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Content/AnimStarterPack/Prone_Death_2.uasset
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Content/AnimStarterPack/Prone_Fire_1.uasset
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Content/AnimStarterPack/Prone_Fire_1.uasset
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Content/AnimStarterPack/Prone_Fire_2.uasset
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Content/AnimStarterPack/Prone_Fire_2.uasset
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Content/AnimStarterPack/Prone_Idle.uasset
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Content/AnimStarterPack/Prone_Idle.uasset
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Content/AnimStarterPack/Prone_Reload_Rifle.uasset
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Content/AnimStarterPack/Prone_Reload_Rifle.uasset
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Content/AnimStarterPack/Prone_Reload_Shotgun.uasset
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Content/AnimStarterPack/Prone_Reload_Shotgun.uasset
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Content/AnimStarterPack/Prone_To_Stand.uasset
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Content/AnimStarterPack/Prone_To_Stand.uasset
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Content/AnimStarterPack/Reload_Pistol.uasset
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Content/AnimStarterPack/Reload_Pistol.uasset
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Content/AnimStarterPack/Reload_Rifle_Hip.uasset
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Content/AnimStarterPack/Reload_Rifle_Hip.uasset
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Content/AnimStarterPack/Reload_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Reload_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Reload_Shotgun_Hip.uasset
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Content/AnimStarterPack/Reload_Shotgun_Hip.uasset
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Content/AnimStarterPack/Reload_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Reload_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Showcase.umap
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Content/AnimStarterPack/Showcase.umap
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Content/AnimStarterPack/Sprint_Fwd_Rifle.uasset
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Content/AnimStarterPack/Sprint_Fwd_Rifle.uasset
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Content/AnimStarterPack/Stand_To_Prone.uasset
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Content/AnimStarterPack/Stand_To_Prone.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Hip.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Hip.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Ironsights.uasset
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Content/AnimStarterPack/UE4ASP_HeroTPP_AnimBlueprint.uasset
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Content/AnimStarterPack/UE4ASP_HeroTPP_AnimBlueprint.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_ChestLogo.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_ChestLogo.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_PhysicsAsset.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_PhysicsAsset.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/UE4_Mannequin_Skeleton.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/UE4_Mannequin_Skeleton.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4Man_Logo_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4Man_Logo_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_LOGO_CARD.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_LOGO_CARD.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_MAT_MASKA.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin__normals.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_occlusion_Mobile.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_occlusion_Mobile.uasset
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Content/AnimStarterPack/Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Rt_Rifle_Ironsights.uasset
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Content/Player/PlayerCharacter.uasset
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Content/Player/PlayerCharacter.uasset
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@ -139,7 +139,8 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
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if (JumpAction)
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{
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Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
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Input->BindAction(JumpAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginJumpCallback);
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Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndJumpCallback);
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}
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if (FireAction)
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@ -231,9 +232,16 @@ void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
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}
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}
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void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::BeginJumpCallback(const FInputActionInstance& Instance)
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{
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Jump();
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jumpPressed = true;
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}
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void APlayerCharacter::EndJumpCallback(const FInputActionInstance& Instance)
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{
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StopJumping();
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jumpPressed = false;
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}
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void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
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@ -741,4 +749,9 @@ AThrowable* APlayerCharacter::ThrowThrowable()
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}
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return nullptr;
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}
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}
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bool APlayerCharacter::GetPressedJump()
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{
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return jumpPressed;
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}
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@ -131,6 +131,8 @@ private:
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UPROPERTY(EditDefaultsOnly)
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USoundBase* HitMarkerSound;
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bool jumpPressed = false;
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public:
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// Sets default values for this character's properties
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||||
@ -153,7 +155,9 @@ public:
|
||||
|
||||
void LookCallback(const FInputActionInstance& Instance);
|
||||
|
||||
void JumpCallback(const FInputActionInstance& Instance);
|
||||
void BeginJumpCallback(const FInputActionInstance& Instance);
|
||||
|
||||
void EndJumpCallback(const FInputActionInstance& Instance);
|
||||
|
||||
void BeginFireCallback(const FInputActionInstance& Instance);
|
||||
|
||||
@ -212,6 +216,9 @@ public:
|
||||
|
||||
AThrowable* ThrowThrowable();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool GetPressedJump();
|
||||
|
||||
protected:
|
||||
virtual void CalculateHits(TArray<FHitResult>* hits) override;
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user