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