G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UBipedIKAnimInstance Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UIKAnimInstanceBase
static UClass StaticClass ()
Static Public Member Functions inherited from UBaseGothicAnimInstance
static UClass StaticClass ()
Static Public Member Functions inherited from UAnimInstance
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

BipedIKAnimInstance
float32 m_EnableHandIkR
FVector m_LeftOffsetTarget
FVector m_RightLockLocation
FVector m_LeftLockLocation
FRotator m_RightLockRotation
FRotator m_LeftLockRotation
FRotator m_RightOffsetRot
FRotator m_LeftOffsetRot
FVector m_RightFootNormal
FVector m_LeftFootNormal
bool m_RightFootFound
bool m_LeftFootFound
FVector m_PelvisOffset
float32 m_LeftLockAlpha
float32 m_RightLockAlpha
float32 m_PelvisAlpha
FVector m_RightOffsetLocation
FVector m_LeftOffsetLocation
float32 m_EnableFootIkL
float32 m_EnableFootIkR
float32 m_EnableHandIkL
FVector m_RightOffsetTarget
FTransform m_LeftHandTransform
FVector m_LeftHandPos
FRotator m_LeftHandRot
FVector m_RightHandPos
FRotator m_RightHandRot
AMeleeWeaponVisual m_CurrentMeleeWeapon
LookAt
FLookAtConfig m_RuntimeLookAtConfig
bool bImplementsLookAtSM
ELookAtState m_CurrentLookAtState
 Look-At State Machine.
LookAt|Configs
FLookAtConfig m_LookAtConfig_IdleCrouch
 Config for idle while crouching.
FLookAtConfig m_LookAtConfig_CombatMelee
 Config for melee combat.
FLookAtConfig m_LookAtConfig_Block
 Config for blocking.
FLookAtConfig m_LookAtConfig_Idle
 Config for idle/ambient look-at.
FLookAtConfig m_LookAtConfig_CombatArchery
 Config for archery (bow equipped).
FLookAtConfig m_LookAtConfig_Aiming
 Config for aiming (overrides archery).
FLookAtConfig m_LookAtConfig_CombatArcheryCrouch
 Config for crouching archery (bow equipped while crouching).
FLookAtConfig m_LookAtConfig_AimingCrouch
 Config for crouching aiming (aiming while crouching).
FLookAtConfig m_LookAtConfig_Interact
 Config for interaction.
FLookAtConfig m_LookAtConfig_DrugsAlcohol
 Config for alcohol influence (drugged/drunk).
FLookAtConfig m_LookAtConfig_Conversation
 Config for conversation.
Public Attributes inherited from UIKAnimInstanceBase
FVector m_OverrideWorldGravitySwimming
bool SwitchLookAt
float32 m_VelocityThreshold
float32 m_IKForcePercentage
FVector m_OverrideWorldGravity
bool SwitchLegIk
FVector m_LookAtPosition
FRotator m_LookAtRotation
float32 m_EnableHeadIK
float32 m_EnableFootIK
float32 m_EnableTargeting
Public Attributes inherited from UBaseGothicAnimInstance
AGothicCharacter m_Character
int m_LODLevel
bool bIsInPhotoMode
Public Attributes inherited from UAnimInstance
FOnMontageStartedMCDelegate OnMontageStarted
 Called when a montage has started.
FOnMontageBlendedInEndedMCDelegate OnMontageBlendedIn
 Called when a montage finishes blending in.
FOnMontageEndedMCDelegate OnMontageEnded
 Called when a montage has ended, whether interrupted or finished.
FOnMontageBlendingOutStartedMCDelegate OnMontageBlendingOut
 Called when a montage starts blending out, whether interrupted or finished.
FOnAllMontageInstancesEndedMCDelegate OnAllMontageInstancesEnded
 Called when all Montage instances have ended.
const USkeletalMeshComponent OwningComponent
 Returns the skeletal mesh component that has created this AnimInstance.
const AActor OwningActor
 Returns the owning actor of this AnimInstance.
const float32 DeltaSeconds
 Get the current delta time.
const UAnimMontage CurrentActiveMontage
 Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *.
bool PropagateNotifiesToLinkedInstances
 Get whether to propagate notifies to any linked anim instances.
bool ReceiveNotifiesFromLinkedInstances
 Get whether to process notifies from any linked anim instances.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UBaseGothicAnimInstance
float32 GetMontagePosition (const UAnimMontage Montage) const
UAnimMontage GetCurrentActiveMontageInSlot (FName Name) const
Public Member Functions inherited from UAnimInstance
void GetActiveCurveNames (EAnimCurveType CurveType, TArray< FName > &OutNames) const
 This returns last up-to-date list of active curve names.
bool GetCurveValueWithDefault (FName CurveName, float32 DefaultValue, float32 &OutValue)
 Returns whether a named curve was found, its value, and a default value when it's not found.
void GetAllCurveNames (TArray< FName > &OutNames) const
 This returns all curve names. This is the same as calling GetActiveCurveNames with CurveType == AttributeCurve.
float32 GetCurveValue (FName CurveName) const
 Returns the value of a named curve.
void ResetDynamics (ETeleportType InTeleportType)
 Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.).
void RequestSlotGroupInertialization (FName InSlotGroupName, float32 Duration, const UBlendProfile BlendProfile=nullptr)
 Requests an inertial blend during the next anim graph update. Requires your anim graph to have a slot node belonging to the specified group name.
void LinkAnimClassLayers (TSubclassOf< UAnimInstance > InClass)
 Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults.
UAnimInstance GetLinkedAnimGraphInstanceByTag (FName InTag) const
 Runs through all nodes, attempting to find the first linked instance by name/tag.
void GetLinkedAnimGraphInstancesByTag (FName InTag, TArray< UAnimInstance > &OutLinkedInstances) const
UAnimInstance GetLinkedAnimLayerInstanceByClass (TSubclassOf< UAnimInstance > InClass, bool bCheckForChildClass=false) const
 Gets the first layer linked instance corresponding to the specified class, optionally if bCheckForChildClass is true, it will check IsChildOf on InClass.
UAnimInstance GetLinkedAnimLayerInstanceByGroup (FName InGroup) const
 Gets the layer linked instance corresponding to the specified group.
UAnimInstance GetLinkedAnimLayerInstanceByGroupAndClass (FName InGroup, TSubclassOf< UAnimInstance > InClass) const
 Gets layer linked instance that matches group and class.
void GetLinkedAnimLayerInstancesByGroup (FName InGroup, TArray< UAnimInstance > &OutLinkedInstances) const
 Runs through all nodes, attempting to find all distinct layer linked instances in the group.
void UnlinkAnimClassLayers (TSubclassOf< UAnimInstance > InClass)
 Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing.
void LinkAnimGraphByTag (FName InTag, TSubclassOf< UAnimInstance > InClass)
 Runs through all nodes, attempting to find a linked instance by name/tag, then sets the class of each node if the tag matches.
void SetUseMainInstanceMontageEvaluationData (bool bSet)
bool IsUsingMainInstanceMontageEvaluationData () const
void ClearMorphTargets ()
 Clears the current morph targets.
void SetMorphTarget (FName MorphTargetName, float32 Value)
 Sets a morph target to a certain weight.
void SnapshotPose (FPoseSnapshot &Snapshot)
 Takes a snapshot of the current skeletal mesh component pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose.
void RemovePoseSnapshot (FName SnapshotName)
 Remove a previously saved pose snapshot from the internal snapshot cache.
void SavePoseSnapshot (FName SnapshotName)
 Takes a snapshot of the current skeletal mesh component pose & saves it internally. This snapshot can then be retrieved by name in the animation blueprint for blending. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose.
void SetRootMotionMode (ERootMotionMode Value)
 Set RootMotionMode.
bool WasAnimNotifyStateActiveInAnyState (TSubclassOf< UAnimNotifyState > AnimNotifyStateType)
 Get whether a particular notify state was active in any state machine last tick.
FMarkerSyncAnimPosition GetSyncGroupPosition (FName InSyncGroupName) const
bool HasMarkerBeenHitThisFrame (FName SyncGroup, FName MarkerName) const
bool GetTimeToClosestMarker (FName SyncGroup, FName MarkerName, float32 &OutMarkerTime) const
 — AI communication end —
bool IsSyncGroupBetweenMarkers (FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder=true) const
void MontageSync_StopFollowing (const UAnimMontage MontageFollower)
 Stop following the montage's leader in this anim instance.
void MontageSync_Follow (const UAnimMontage MontageFollower, const UAnimInstance OtherAnimInstance, const UAnimMontage MontageLeader)
 Synchronize a montage to another anim instance's montage. Both montages must be playing already.
void BlueprintUpdateAnimation (float32 DeltaTimeX)
 Executed when the Animation is updated.
void BlueprintLinkedAnimationLayersInitialized ()
 Executed when the all Linked Animation Layers are initialized.
void BlueprintInitializeAnimation ()
 Executed when the Animation is initialized.
void BlueprintThreadSafeUpdateAnimation (float32 DeltaTime)
 Executed when the Animation Blueprint is updated on a worker thread, just prior to graph update.
void BlueprintPostEvaluateAnimation ()
 Executed after the Animation is evaluated.
void BlueprintBeginPlay ()
 Executed when begin play is called on the owning component.
void SetbReceiveNotifiesFromLinkedInstances (bool Value)
 Whether to process notifies from any linked anim instances.
void SetbPropagateNotifiesToLinkedInstances (bool Value)
 Whether to propagate notifies to any linked anim instances.
void SetbUseMainInstanceMontageEvaluationData (bool Value)
 If true, linked instances will use the main instance's montage data. (i.e. playing a montage on a main instance will play it on the linked layer too.).
float32 GetDeltaSeconds () const
 Get the current delta time.
USkeletalMeshComponent GetOwningComponent () const
 Returns the skeletal mesh component that has created this AnimInstance.
void UnlockAIResources (bool bUnlockMovement, bool UnlockAILogic)
 unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources. DEPRECATED. Use UnlockAIResourcesWithAnimation instead
AActor GetOwningActor () const
 Returns the owning actor of this AnimInstance.
APawn TryGetPawnOwner () const
 kismet event functions
void ClearTransitionEvents (const FName EventName)
 Removes all queued transition requests with the given event name.
UAnimInstance Blueprint_GetMainAnimInstance () const
 Get the 'main' anim instance, i.e. the one that is hosted on the skeletal mesh component.
bool RequestTransitionEvent (const FName EventName, float RequestTimeout, ETransitionRequestQueueMode QueueMode, ETransitionRequestOverwriteMode OverwriteMode)
 Attempts to queue a transition request, returns true if the request was successful.
float32 CalculateDirection (FVector Velocity, FRotator BaseRotation) const
void ClearAllTransitionEvents ()
 Removes all queued transition requests.
void LockAIResources (bool bLockMovement, bool LockAILogic)
 locks indicated AI resources of animated pawn DEPRECATED. Use LockAIResourcesWithAnimation instead
float32 Blueprint_GetSlotMontageLocalWeight (FName SlotNodeName) const
 Get local weight of any montages this slot node is playing. If this slot is not currently playing a montage, it will return 0.
bool DynamicMontage_IsPlayingFrom (const UAnimSequenceBase Animation) const
 Returns true if there is an animation montage is currently active and playing that was created from the provided animation.
UAnimMontage GetCurrentActiveMontage () const
 Get a current Active Montage in this AnimInstance. Note that there might be multiple Active at the same time. This will only return the first active one it finds. *.
bool Montage_GetIsStopped (const UAnimMontage Montage) const
 return true if Montage is not currently active. (not valid or blending out)
bool IsAnyMontagePlaying () const
 Returns true if any montage is playing currently. Doesn't mean it's active though, it could be blending out.
bool IsPlayingSlotAnimation (const UAnimSequenceBase Asset, FName SlotNodeName) const
 Return true if it's playing the slot animation.
bool IsSlotActive (FName SlotNodeName) const
 Return true if this instance has an active montage in the given slot. A UAnimMontage that is playing in the slot and blending out is not determined to be "active".
void Montage_StopWithBlendSettings (FMontageBlendSettings BlendOutSettings, const UAnimMontage Montage=nullptr)
 Same as Montage_Stop, but all blend settings are provided instead of using the ones on the montage asset.
void Montage_SetNextSection (FName SectionNameToChange, FName NextSection, const UAnimMontage Montage=nullptr)
 Relink new next section AFTER SectionNameToChange in run-time You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, use this function to relink the next section For example, you can have Start->Loop->Loop->Loop.... but when you want it to end, you can relink next section of Loop to be End to finish the montage, in which case, it stops looping by Loop->End.
void Montage_Pause (const UAnimMontage Montage=nullptr)
 Pauses the animation montage. If reference is NULL, it will pause ALL active montages.
float32 Montage_Play (UAnimMontage MontageToPlay, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true)
 Plays an animation montage. Returns the length of the animation montage in seconds. Returns 0.f if failed to play.
UAnimMontage PlaySlotAnimationAsDynamicMontage_WithBlendSettings (UAnimSequenceBase Asset, FName SlotNodeName, FMontageBlendSettings BlendInSettings, FMontageBlendSettings BlendOutSettings, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000)
 Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
FName Montage_GetCurrentSection (const UAnimMontage Montage=nullptr) const
 Returns the name of the current animation montage section.
float32 Montage_GetBlendTime (const UAnimMontage Montage) const
 Get the current blend time of the Montage. If Montage reference is NULL, it will return the current blend time on the first active Montage found.
void StopSlotAnimation (float32 InBlendOutTime=0.250000, FName SlotNodeName=NAME_None)
 Stops currently playing slot animation slot or all.
float32 Montage_GetPlayRate (const UAnimMontage Montage) const
 Get PlayRate for Montage. This does not account for RateScale, so it may not reflect the actual play rate seen in game (see Montage_GetEffectivePlayRate). If Montage reference is NULL, PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned.
float32 Montage_GetPosition (const UAnimMontage Montage) const
 Get Current Montage Position.
float32 Montage_GetEffectivePlayRate (const UAnimMontage Montage) const
 Get scaled PlayRate for Montage. This accounts for RateScale, so it will reflect the actual play rate seen in game. If Montage reference is NULL, scaled PlayRate for any Active Montage will be returned. If Montage is not playing, 0 is returned.
bool Montage_IsPlaying (const UAnimMontage Montage) const
 Returns true if the animation montage is currently active and playing. If reference is NULL, it will return true is ANY montage is currently active and playing.
void Montage_JumpToSection (FName SectionName, const UAnimMontage Montage=nullptr)
 Makes a montage jump to a named section. If Montage reference is NULL, it will do that to all active montages.
void Montage_JumpToSectionsEnd (FName SectionName, const UAnimMontage Montage=nullptr)
 Makes a montage jump to the end of a named section. If Montage reference is NULL, it will do that to all active montages.
UAnimMontage PlaySlotAnimationAsDynamicMontage (UAnimSequenceBase Asset, FName SlotNodeName, float32 BlendInTime=0.250000, float32 BlendOutTime=0.250000, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000)
 Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
UAnimMontage PlaySlotAnimationAsDynamicMontage_WithBlendArgs (UAnimSequenceBase Asset, FName SlotNodeName, FAlphaBlendArgs BlendIn, FAlphaBlendArgs BlendOut, float32 InPlayRate=1.000000, int LoopCount=1, float32 BlendOutTriggerTime=- 1.000000, float32 InTimeToStartMontageAt=0.000000)
 Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.
float32 Montage_PlayWithBlendIn (UAnimMontage MontageToPlay, FAlphaBlendArgs BlendIn, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true)
 Plays an animation montage. Same as Montage_Play, but you can specify an AlphaBlend for Blend In settings.
float32 Montage_PlayWithBlendSettings (UAnimMontage MontageToPlay, FMontageBlendSettings BlendInSettings, float32 InPlayRate=1.000000, EMontagePlayReturnType ReturnValueType=EMontagePlayReturnType ::MontageLength, float32 InTimeToStartMontageAt=0.000000, bool bStopAllMontages=true)
 Plays an animation montage. Same as Montage_Play, but you can overwrite all of the montage's default blend in settings.
void Montage_Resume (const UAnimMontage Montage)
 Resumes a paused animation montage. If reference is NULL, it will resume ALL active montages.
bool Montage_IsActive (const UAnimMontage Montage) const
 Returns true if the animation montage is active. If the Montage reference is NULL, it will return true if any Montage is active.
void Montage_SetPlayRate (const UAnimMontage Montage, float32 NewPlayRate=1.000000)
 Change AnimMontage play rate. NewPlayRate = 1.0 is the default playback rate.
void Montage_SetPosition (const UAnimMontage Montage, float32 NewPosition)
 Set position.
void Montage_Stop (float32 InBlendOutTime, const UAnimMontage Montage=nullptr)
 Stopped montages will blend out using their montage asset's BlendOut, with InBlendOutTime as the BlendTime.
void Montage_StopGroupByName (float32 InBlendOutTime, FName GroupName)
 Stops all active montages belonging to a group.
void Montage_StopWithBlendOut (FAlphaBlendArgs BlendOut, const UAnimMontage Montage=nullptr)
 Same as Montage_Stop. Uses values from the AlphaBlendArgs. Other settings come from the montage asset.
bool GetPropagateNotifiesToLinkedInstances () const
 Get whether to propagate notifies to any linked anim instances.
bool GetReceiveNotifiesFromLinkedInstances () const
 Get whether to process notifies from any linked anim instances.
void SetReceiveNotifiesFromLinkedInstances (bool bSet)
 Set whether to process notifies from any linked anim instances.
void SetPropagateNotifiesToLinkedInstances (bool bSet)
 Set whether to propagate notifies to any linked anim instances.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bImplementsLookAtSM

bool bImplementsLookAtSM

◆ m_CurrentLookAtState

ELookAtState m_CurrentLookAtState

Look-At State Machine.

◆ m_CurrentMeleeWeapon

AMeleeWeaponVisual m_CurrentMeleeWeapon

◆ m_EnableFootIkL

float32 m_EnableFootIkL

◆ m_EnableFootIkR

float32 m_EnableFootIkR

◆ m_EnableHandIkL

float32 m_EnableHandIkL

◆ m_EnableHandIkR

float32 m_EnableHandIkR

◆ m_LeftFootFound

bool m_LeftFootFound

◆ m_LeftFootNormal

FVector m_LeftFootNormal

◆ m_LeftHandPos

FVector m_LeftHandPos

◆ m_LeftHandRot

FRotator m_LeftHandRot

◆ m_LeftHandTransform

FTransform m_LeftHandTransform

◆ m_LeftLockAlpha

float32 m_LeftLockAlpha

◆ m_LeftLockLocation

FVector m_LeftLockLocation

◆ m_LeftLockRotation

FRotator m_LeftLockRotation

◆ m_LeftOffsetLocation

FVector m_LeftOffsetLocation

◆ m_LeftOffsetRot

FRotator m_LeftOffsetRot

◆ m_LeftOffsetTarget

FVector m_LeftOffsetTarget

◆ m_LookAtConfig_Aiming

FLookAtConfig m_LookAtConfig_Aiming

Config for aiming (overrides archery).

◆ m_LookAtConfig_AimingCrouch

FLookAtConfig m_LookAtConfig_AimingCrouch

Config for crouching aiming (aiming while crouching).

◆ m_LookAtConfig_Block

FLookAtConfig m_LookAtConfig_Block

Config for blocking.

◆ m_LookAtConfig_CombatArchery

FLookAtConfig m_LookAtConfig_CombatArchery

Config for archery (bow equipped).

◆ m_LookAtConfig_CombatArcheryCrouch

FLookAtConfig m_LookAtConfig_CombatArcheryCrouch

Config for crouching archery (bow equipped while crouching).

◆ m_LookAtConfig_CombatMelee

FLookAtConfig m_LookAtConfig_CombatMelee

Config for melee combat.

◆ m_LookAtConfig_Conversation

FLookAtConfig m_LookAtConfig_Conversation

Config for conversation.

◆ m_LookAtConfig_DrugsAlcohol

FLookAtConfig m_LookAtConfig_DrugsAlcohol

Config for alcohol influence (drugged/drunk).

◆ m_LookAtConfig_Idle

FLookAtConfig m_LookAtConfig_Idle

Config for idle/ambient look-at.

◆ m_LookAtConfig_IdleCrouch

FLookAtConfig m_LookAtConfig_IdleCrouch

Config for idle while crouching.

◆ m_LookAtConfig_Interact

FLookAtConfig m_LookAtConfig_Interact

Config for interaction.

◆ m_PelvisAlpha

float32 m_PelvisAlpha

◆ m_PelvisOffset

FVector m_PelvisOffset

◆ m_RightFootFound

bool m_RightFootFound

◆ m_RightFootNormal

FVector m_RightFootNormal

◆ m_RightHandPos

FVector m_RightHandPos

◆ m_RightHandRot

FRotator m_RightHandRot

◆ m_RightLockAlpha

float32 m_RightLockAlpha

◆ m_RightLockLocation

FVector m_RightLockLocation

◆ m_RightLockRotation

FRotator m_RightLockRotation

◆ m_RightOffsetLocation

FVector m_RightOffsetLocation

◆ m_RightOffsetRot

FRotator m_RightOffsetRot

◆ m_RightOffsetTarget

FVector m_RightOffsetTarget

◆ m_RuntimeLookAtConfig

FLookAtConfig m_RuntimeLookAtConfig