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UnrealEngine/Engine/Plugins/Animation/PoseSearch/Source/Editor/Private/PoseSearchDebuggerReflection.h
2025-05-18 13:04:45 +08:00

51 lines
1.7 KiB
C++

// 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;
};