// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PoseSearch/PoseSearchLibrary.h" #include "PoseSearchDebuggerReflection.generated.h" /** * Reflection UObject being observed in the details view panel of the debugger */ UCLASS() class POSESEARCHEDITOR_API UPoseSearchDebuggerReflection : public UObject { GENERATED_BODY() public: UPROPERTY(VisibleAnywhere, Category = "Motion Matching State") EPoseSearchInterruptMode InterruptMode = EPoseSearchInterruptMode::DoNotInterrupt; /** Time since last PoseSearch */ UPROPERTY(VisibleAnywhere, Category="Motion Matching State", meta = (ForceUnits = "s")) float ElapsedPoseSearchTime = 0.0f; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "s")) float AssetPlayerTime = 0.0f; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "s")) float LastDeltaTime = 0.0f; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "cm/s")) float SimLinearVelocity; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "deg/s")) float SimAngularVelocity; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "cm/s")) float AnimLinearVelocity; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "deg/s")) float AnimAngularVelocity; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "s")) float Playrate; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "cm/s")) float AnimLinearVelocityNoTimescale; UPROPERTY(VisibleAnywhere, Category = "Motion Matching State", meta = (ForceUnits = "deg/s")) float AnimAngularVelocityNoTimescale; };