19 bool LoadIdleMontage( TSoftObjectPtr<UAnimMontage>& OutMontage)
const;
22 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
23 TSoftObjectPtr<class USkeletalMesh> MeshData;
24 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
25 FVector RelativeLocation = FVector(0,0,-88.0f);
26 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
27 FRotator RelativeRotator = FRotator(0,0,-90.0f);
28 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
29 FVector RelativeScale = FVector(1.0f);
31 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Skeletal)
32 TArray<TSoftObjectPtr<class UMaterialInstanceConstant>> MaterialArray;
34 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
35 FName LeftHandSocketName = FName("hand_l");
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
37 FName RightHandSocketName = FName("hand_r");
38 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
39 FName LeftFootSocketName = FName("foot_l");
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
41 FName RightFootSocketName = FName("foot_r");
43 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AnimBlueprint)
44 TSoftClassPtr<class UAnimInstance> AnimBluePrint;
46 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AnimBlueprint)
47 TSoftObjectPtr<class UAnimMontage> IdleAsset;