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Deployed f12dd06 with MkDocs version: 1.5.3
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hfjooste committed Nov 25, 2023
1 parent e3528ec commit 35c329d
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8 changes: 2 additions & 6 deletions allowedcollector/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -2581,12 +2581,8 @@ <h2 id="values">Values</h2>
<td>Any character can collect the item</td>
</tr>
<tr>
<td>AnyPlatformerCharacter</td>
<td>Any platformer character can collect the item</td>
</tr>
<tr>
<td>AnyFpsCharacter</td>
<td>Any FPS character can collect the item</td>
<td>AnyUskCharacter</td>
<td>Any USK character can collect the item</td>
</tr>
<tr>
<td>PossessedPawn</td>
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222 changes: 222 additions & 0 deletions characteranimationinstance/index.html
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Expand Up @@ -2661,6 +2661,120 @@ <h3 id="properties">Properties</h3>
<th>Type</th>
<th>Default Value</th>
</tr>
<tr>
<td>BlendBoneName</td>
<td>The name of the bone used to blend the character's animations</td>
<td>FName</td>
<td></td>
</tr>
<tr>
<td>IdleBaseAnimation</td>
<td>The base animation used when the character is in the idle state</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>WalkBaseAnimation</td>
<td>The base animation used when the character is walking</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>RunBaseAnimation</td>
<td>The base animation used when the character is running</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SprintBaseAnimation</td>
<td>The base animation used when the character is sprinting</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>JumpBaseAnimation</td>
<td>The base animation used when the character is jumping</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>DoubleJumpBaseAnimation</td>
<td>The base animation used when the character is double jumping</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>FallBaseAnimation</td>
<td>The base animation used when the character is falling</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>LandBaseAnimation</td>
<td>The base animation used when the character is landing</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>CrouchStartBaseAnimation</td>
<td>The base animation used when the character starts crouching</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>CrouchEndBaseAnimation</td>
<td>The base animation used when the character stops crouching</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>CrouchIdleBaseAnimation</td>
<td>The base animation used when the character is crouching and idle</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>CrouchWalkBaseAnimation</td>
<td>The base animation used when the character is crouching and walking</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>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompFallBaseAnimation</td>
<td>The base animation used when the character is falling after a stomp</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>StompLandBaseAnimation</td>
<td>The base animation used when the character is landing after a stomp</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SlideStartBaseAnimation</td>
<td>The base animation used when the character starts sliding</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SlideEndBaseAnimation</td>
<td>The base animation used when the character stops sliding</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SlideLoopBaseAnimation</td>
<td>The base animation used when the character is sliding</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>IdleAnimation</td>
<td>The animation used when the character is in the idle state while unarmed</td>
Expand Down Expand Up @@ -3285,6 +3399,18 @@ <h3 id="properties">Properties</h3>
<td>bool</td>
<td></td>
</tr>
<tr>
<td>AimRotation</td>
<td>Is the character aiming?</td>
<td>float</td>
<td></td>
</tr>
<tr>
<td>AimBoneName</td>
<td>The bone to rotate while the player is aiming up or down using the first person camera perspective</td>
<td>FName</td>
<td></td>
</tr>
</table>

<h3 id="functions">Functions</h3>
Expand All @@ -3295,6 +3421,102 @@ <h3 id="functions">Functions</h3>
<th>Params</th>
<th>Return</th>
</tr>
<tr>
<td>GetIdleBaseAnimation</td>
<td>Get the base idle animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The idle animation to play</td>
</tr>
<tr>
<td>GetWalkBaseAnimation</td>
<td>Get the base walk animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The walk animation to play</td>
</tr>
<tr>
<td>GetRunBaseAnimation</td>
<td>Get the base run animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The run animation to play</td>
</tr>
<tr>
<td>GetSprintBaseAnimation</td>
<td>Get the base sprint animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The sprint animation to play</td>
</tr>
<tr>
<td>GetJumpBaseAnimation</td>
<td>Get the base jump animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The jump animation to play</td>
</tr>
<tr>
<td>GetDoubleJumpBaseAnimation</td>
<td>Get the base double jump animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The double jump animation to play</td>
</tr>
<tr>
<td>GetFallBaseAnimation</td>
<td>Get the base fall animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The fall animation to play</td>
</tr>
<tr>
<td>GetLandBaseAnimation</td>
<td>Get the base land animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The land animation to play</td>
</tr>
<tr>
<td>GetCrouchStartBaseAnimation</td>
<td>Get the base crouch start animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The crouch start animation to play</td>
</tr>
<tr>
<td>GetCrouchEndBaseAnimation</td>
<td>Get the base crouch end animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The crouch end animation to play</td>
</tr>
<tr>
<td>GetCrouchIdleBaseAnimation</td>
<td>Get the base crouch idle animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The crouch idle animation to play</td>
</tr>
<tr>
<td>GetCrouchWalkBaseAnimation</td>
<td>Get the base crouch walk animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The crouch walk animation to play</td>
</tr>
<tr>
<td>GetStompStartBaseAnimation</td>
<td>Get the base stomp start animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The stomp start animation to play</td>
</tr>
<tr>
<td>GetSlideStartBaseAnimation</td>
<td>Get the base slide start animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The slide start animation to play</td>
</tr>
<tr>
<td>GetSlideEndBaseAnimation</td>
<td>Get the base slide end animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The slide end animation to play</td>
</tr>
<tr>
<td>GetSlideLoopBaseAnimation</td>
<td>Get the base slide loop animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The slide loop animation to play</td>
</tr>
<tr>
<td>GetIdleAnimation</td>
<td>Get the idle animation based on the current armed state</td>
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