Skip to content

Commit

Permalink
Deployed fe4339e with MkDocs version: 1.5.3
Browse files Browse the repository at this point in the history
  • Loading branch information
hfjooste committed Feb 18, 2024
1 parent 304d700 commit d2eaf12
Show file tree
Hide file tree
Showing 17 changed files with 452 additions and 125 deletions.
226 changes: 215 additions & 11 deletions characteranimationinstance/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -2858,13 +2858,13 @@ <h3 id="properties">Properties</h3>
<td>bMeshSpaceRotationBlend</td>
<td>Whether to blend bone rotations in mesh space or in local space</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bMeshSpaceScaleBlend</td>
<td>Whether to blend bone scales in mesh space or in local space</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bBlendRootMotionBasedOnRootBone</td>
Expand Down Expand Up @@ -2944,6 +2944,30 @@ <h3 id="properties">Properties</h3>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneStartBaseAnimation</td>
<td>The base animation used when the character starts proning</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneEndBaseAnimation</td>
<td>The base animation used when the character stops proning</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneIdleBaseAnimation</td>
<td>The base animation used when the character is proning and idle</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneMoveBaseAnimation</td>
<td>The base animation used when the character is proning and moving</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompStartBaseAnimation</td>
<td>The base animation used when the character is starting to stomp</td>
Expand Down Expand Up @@ -3052,6 +3076,30 @@ <h3 id="properties">Properties</h3>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneStartAnimation</td>
<td>The animation used when the character starts proning while unarmed</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneEndAnimation</td>
<td>The animation used when the character stops proning while unarmed</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneIdleAnimation</td>
<td>The animation used when the character is proning and idle while unarmed</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneMoveAnimation</td>
<td>The animation used when the character is proning and moving while unarmed</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompStartAnimation</td>
<td>The animation used when the character is starting to stomp while unarmed</td>
Expand Down Expand Up @@ -3160,6 +3208,30 @@ <h3 id="properties">Properties</h3>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneStartWeaponOneHandedAnimation</td>
<td>The animation used when the character starts proning with a one handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneEndWeaponOneHandedAnimation</td>
<td>The animation used when the character stops proning with a one handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneIdleWeaponOneHandedAnimation</td>
<td>The animation used when the character is proning and idle with a one handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneMoveWeaponOneHandedAnimation</td>
<td>The animation used when the character is proning and moving with a one handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompStartWeaponOneHandedAnimation</td>
<td>The animation used when the character is starting to stomp with a one handed weapon</td>
Expand Down Expand Up @@ -3268,6 +3340,30 @@ <h3 id="properties">Properties</h3>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneStartWeaponAimOneHandedAnimation</td>
<td>The animation used when the character starts proning with a one handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneEndWeaponAimOneHandedAnimation</td>
<td>The animation used when the character stops proning with a one handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneIdleWeaponAimOneHandedAnimation</td>
<td>The animation used when the character is proning and idle with a one handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneMoveWeaponAimOneHandedAnimation</td>
<td>The animation used when the character is proning and moving with a one handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompStartWeaponAimOneHandedAnimation</td>
<td>The animation used when the character is starting to stomp with a one handed weapon while aiming</td>
Expand Down Expand Up @@ -3376,6 +3472,30 @@ <h3 id="properties">Properties</h3>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneStartWeaponTwoHandedAnimation</td>
<td>The animation used when the character starts proning with a two handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneEndWeaponTwoHandedAnimation</td>
<td>The animation used when the character stops proning with a two handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneIdleWeaponTwoHandedAnimation</td>
<td>The animation used when the character is proning and idle with a two handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneMoveWeaponTwoHandedAnimation</td>
<td>The animation used when the character is proning and moving with a two handed weapon</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompStartWeaponTwoHandedAnimation</td>
<td>The animation used when the character is starting to stomp with a two handed weapon</td>
Expand Down Expand Up @@ -3484,6 +3604,30 @@ <h3 id="properties">Properties</h3>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneStartWeaponAimTwoHandedAnimation</td>
<td>The animation used when the character starts proning with a two handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneEndWeaponAimTwoHandedAnimation</td>
<td>The animation used when the character stops proning with a two handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneIdleWeaponAimTwoHandedAnimation</td>
<td>The animation used when the character is proning and idle with a two handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>ProneMoveWeaponAimTwoHandedAnimation</td>
<td>The animation used when the character is proning and moving with a two handed weapon while aiming</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompStartWeaponAimTwoHandedAnimation</td>
<td>The animation used when the character is starting to stomp with a two handed weapon while aiming</td>
Expand Down Expand Up @@ -3536,13 +3680,19 @@ <h3 id="properties">Properties</h3>
<td>bIsCrouching</td>
<td>Is the character currently crouching?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bIsProning</td>
<td>Is the character currently proning?</td>
<td>bool</td>
<td>false</td>
</tr>
<tr>
<td>bIsStomping</td>
<td>Is the character currently stomping?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>StompBlendValue</td>
Expand All @@ -3554,25 +3704,31 @@ <h3 id="properties">Properties</h3>
<td>bIsStompStarting</td>
<td>Is the character starting the stomp?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bIsEndingCrouch</td>
<td>Is the character busy ending the crouch?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bIsEndingProne</td>
<td>Is the character busy ending the prone?</td>
<td>bool</td>
<td>false</td>
</tr>
<tr>
<td>IsInAir</td>
<td>Is the character currently in the air?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>IsDoubleJumping</td>
<td>Is the character double jumping?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>LeanCameraRotationModifier</td>
Expand All @@ -3596,19 +3752,19 @@ <h3 id="properties">Properties</h3>
<td>bIsSliding</td>
<td>Is the character currently sliding?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bIsEndingSlide</td>
<td>Is the character busy ending the slide?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>bIsAiming</td>
<td>Is the character aiming?</td>
<td>bool</td>
<td></td>
<td>false</td>
</tr>
<tr>
<td>AimRotation</td>
Expand Down Expand Up @@ -3716,6 +3872,30 @@ <h3 id="functions">Functions</h3>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The crouch walk animation to play</td>
</tr>
<tr>
<td>GetProneStartBaseAnimation</td>
<td>Get the base prone start animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone start animation to play</td>
</tr>
<tr>
<td>GetProneEndBaseAnimation</td>
<td>Get the base prone end animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone end animation to play</td>
</tr>
<tr>
<td>GetProneIdleBaseAnimation</td>
<td>Get the base prone idle animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone idle animation to play</td>
</tr>
<tr>
<td>GetProneMoveBaseAnimation</td>
<td>Get the base prone walk animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone walk animation to play</td>
</tr>
<tr>
<td>GetStompStartBaseAnimation</td>
<td>Get the base stomp start animation</td>
Expand Down Expand Up @@ -3824,6 +4004,30 @@ <h3 id="functions">Functions</h3>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The crouch walk animation to play</td>
</tr>
<tr>
<td>GetProneStartAnimation</td>
<td>Get the prone start animation based on the current armed state</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone start animation to play</td>
</tr>
<tr>
<td>GetProneEndAnimation</td>
<td>Get the prone end animation based on the current armed state</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone end animation to play</td>
</tr>
<tr>
<td>GetProneIdleAnimation</td>
<td>Get the prone idle animation based on the current armed state</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone idle animation to play</td>
</tr>
<tr>
<td>GetProneMoveAnimation</td>
<td>Get the prone walk animation based on the current armed state</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The prone walk animation to play</td>
</tr>
<tr>
<td>GetStompStartAnimation</td>
<td>Get the stomp start animation based on the current armed state</td>
Expand Down
18 changes: 18 additions & 0 deletions dialogueentry/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -2862,6 +2862,24 @@ <h3 id="properties">Properties</h3>
<td>USoundBase*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>bOverridePortraitImage</td>
<td>Should the participant portrait image be overridden?</td>
<td>bool</td>
<td>false</td>
</tr>
<tr>
<td>CustomPortraitImage</td>
<td>The custom portrait image for this dialogue entry</td>
<td>UTexture2D*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>CustomPortraitBorderColor</td>
<td>The custom portrait border color for this dialogue entry</td>
<td>FSlateColor</td>
<td>FSlateColo</td>
</tr>
<tr>
<td>Dialogue</td>
<td>A reference to the dialogue containing this entry</td>
Expand Down
Loading

0 comments on commit d2eaf12

Please sign in to comment.