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    <title>Animation :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/animation/index.html</link>
    <description>Overview UCAnimInstance is the custom UAnimInstance subclass used by all characters. It provides a typed variable system for driving AnimBlueprint state, automatic computation of speed/direction/lean/slope, montage priority management, and integration with the combat state machines. CMontageNotifier defines the AnimNotify classes used for combat events.&#xA;UCAnimInstance Name Description readAnimBoolVar / writeAnimBoolVar Read/write typed bool variables (falling, accelerating, sprinting, fighting, top-viewing, interrupted) readAnimFloatVar / writeAnimFloatVar Read/write typed float variables (speed, direction, slope angle, lean angle, roll, pitch, yaw) readAnimFNameVar / writeAnimFNameVar Read/write typed FName variables readAnimFVectorVar / writeAnimFVectorVar Read/write typed FVector variables readAnimFTransformVar / writeAnimFTransformVar Read/write typed FTransform variables cdryxAnimSequenceMap Named animation sequences from FCCharacterDetailMaker::animSequenceMap cdryxBlendSpaceMap Named blendspaces from FCCharacterDetailMaker::blendspaceMap setPriority Sets montage priority for the priority-based playback system comparePriority Compares two montage priorities (used by ICAnimePrioritizer) // Typed variable system — used in AnimBlueprint via BlueprintCallable getters: animInstance-&gt;writeAnimBoolVar(CAnimBoolVar::CDRYX_FIGHTING, true); bool fighting = animInstance-&gt;readAnimBoolVar(CAnimBoolVar::CDRYX_FIGHTING); float speed = animInstance-&gt;readAnimFloatVar(CAnimFloatVar::CDRYX_SPEED); float direction = animInstance-&gt;readAnimFloatVar(CAnimFloatVar::CDRYX_DIRECTION); // FName-based variants for custom variables (not in the enum): animInstance-&gt;writeAnimBoolVar_(FName(&#34;MY_CUSTOM_BOOL&#34;), true); bool custom = animInstance-&gt;readAnimBoolVar_(FName(&#34;MY_CUSTOM_BOOL&#34;)); // Every write triggers moveOnAllSimpleStateMachine() to advance combat state machines. Bool Variables (CAnimBoolVar) Name Description CDRYX_FALLING True when the movement component reports falling CDRYX_ACCELERATING True when current acceleration is non-zero CDRYX_SPRINTING Sprint state CDRYX_FIGHTING Fight mode active CDRYX_TOPVIEWING True when spring arm does not inherit pitch (top-view mode) CDRYX_INTERRUPTED Set by C_INTERRUPTED_AN notify window Float Variables (CAnimFloatVar) Name Description CDRYX_SPEED 2D velocity magnitude CDRYX_DIRECTION Movement direction relative to actor rotation CDRYX_SLOPE_ANGLE Pitch angle between previous and current location (terrain slope) CDRYX_LEAN_ANGLE Yaw delta rate for leaning in turns CDRYX_ROLL / CDRYX_PITCH / CDRYX_YAW Aim rotation delta relative to actor rotation Template Sequence Names (ECAnimeTemplateSequenceName) Named slots for the AnimBlueprint template CdryxTemplateAnimBP:</description>
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