26 virtual void NativeInitializeAnimation()
override;
27 virtual void NativeBeginPlay()
override;
29 virtual void NativeUninitializeAnimation()
override;
30 virtual void NativeUpdateAnimation(
float DeltaSeconds)
override;
32 virtual bool UpdateAnimation(
float DeltaSeconds,
float CurrentSpdOverride,
float TargetSpdOverride);
33 virtual void TryBindTagEvent();
34 virtual void TryRemoveTagEvent();
36 void CacheOwnerReferences();
37 void OnAbilitySystemReady(UAbilitySystemComponent* InASC);
38 void OnChargingTagChanged(
const FGameplayTag Tag, int32 NewCount);
41 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"Character")
42 TObjectPtr<ACharacter> Owner;
44 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Character")
45 TObjectPtr<UCharacterMovementComponent> Movement;
47 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
48 float CurrentSpeed = 0.0f;
50 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
51 float Direction = 0.0f;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
56 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
57 uint8 bIsCharging : 1;
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement|Settings")
60 float DirInterpSpeed = 0.0f;
62 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement|Settings")
63 float AnimInterpSpeed = 0.0f;
65 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement|Settings", meta = (ClampMin = "0.0", Units = "cm/s"))
66 float IdleSpeedThreshold = 1.0f;
70 TObjectPtr<UAbilitySystemComponent> CachedASC;
73 FDelegateHandle ChargingTagEventHandle;
74 FDelegateHandle ASCReadyHandle;