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    <title>CCHARUMODULE :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/index.html</link>
    <description>Overview The CCHARUMODULE is a character framework providing pre-assembled base classes for actors, pawns, characters, projectiles and players. Each base class comes with a component-based architecture where components are automatically created and wired in the constructor via UCInitializerComponent. At runtime, a data-driven spawner system instantiates and manages actors in a tile-based pooling pipeline, while a separate player spawner handles player creation and possession.</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate>Sat, 20 Jul 2024 21:09:28 +0200</lastBuildDate>
    <atom:link href="https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Blueprint</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/blueprint/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/blueprint/index.html</guid>
      <description>Overview UCCharBPLibrary exposes character query functions to Blueprint. All functions are BlueprintCallable and BlueprintPure under the Cdryx|Char|CCharBPLibrary category.&#xA;Functions Name Description retrieveCurrentPlayer Returns the current player pawn from the ACPlayerSpawner singleton retrieveTeamAttitude_ Returns the team attitude between two pawns (Friendly, Neutral, Hostile) retrieveMainTag Returns the mainTag FName from the actor’s UCInitializerComponent Begin Object Class=&#34;/Script/BlueprintGraph.K2Node_CallFunction&#34; Name=&#34;K2Node_CallFunction_0&#34; bIsPureFunc=True FunctionReference=(MemberParent=/Script/CoreUObject.Class&#39;&#34;/Script/CdryxCharUModule.CCharBPLibrary&#34;&#39;,MemberName=&#34;retrieveCurrentPlayer&#34;) NodePosX=0 NodePosY=0 NodeGuid=A1A2A3A4A5A6A7A8A9A0AAABACADAEAF CustomProperties Pin (PinId=AA000001111122223333444455556666,PinName=&#34;self&#34;,PinFriendlyName=NSLOCTEXT(&#34;K2Node&#34;, &#34;Target&#34;, &#34;Target&#34;),PinToolTip=&#34;Target\nCChar BPLibrary Object Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/CdryxCharUModule.CCharBPLibrary&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,DefaultObject=&#34;/Script/CdryxCharUModule.Default__CCharBPLibrary&#34;,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=AA000002222233334444555566667777,PinName=&#34;worldContextObject&#34;,PinToolTip=&#34;World Context Object\nObject Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/CoreUObject.Object&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=AA000003333344445555666677778888,PinName=&#34;ReturnValue&#34;,PinToolTip=&#34;Return Value\nPawn Object Reference&#34;,Direction=&#34;EGPD_Output&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/Engine.Pawn&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object Begin Object Class=&#34;/Script/BlueprintGraph.K2Node_CallFunction&#34; Name=&#34;K2Node_CallFunction_1&#34; bIsPureFunc=True FunctionReference=(MemberParent=/Script/CoreUObject.Class&#39;&#34;/Script/CdryxCharUModule.CCharBPLibrary&#34;&#39;,MemberName=&#34;retrieveTeamAttitude_&#34;) NodePosX=400 NodePosY=0 NodeGuid=B1B2B3B4B5B6B7B8B9B0BABBBCBDBEBF CustomProperties Pin (PinId=BB000001111122223333444455556666,PinName=&#34;self&#34;,PinFriendlyName=NSLOCTEXT(&#34;K2Node&#34;, &#34;Target&#34;, &#34;Target&#34;),PinToolTip=&#34;Target\nCChar BPLibrary Object Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/CdryxCharUModule.CCharBPLibrary&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,DefaultObject=&#34;/Script/CdryxCharUModule.Default__CCharBPLibrary&#34;,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=BB000002222233334444555566667777,PinName=&#34;worldContextObject&#34;,PinToolTip=&#34;World Context Object\nObject Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/CoreUObject.Object&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=BB000003333344445555666677778888,PinName=&#34;source&#34;,PinToolTip=&#34;Source\nPawn Object Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/Engine.Pawn&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=BB000004444455556666777788889999,PinName=&#34;destination&#34;,PinToolTip=&#34;Destination\nPawn Object Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/Engine.Pawn&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=BB000005555566667777888899990000,PinName=&#34;ReturnValue&#34;,PinToolTip=&#34;Return Value\nETeamAttitude Enum&#34;,Direction=&#34;EGPD_Output&#34;,PinType.PinCategory=&#34;byte&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Enum&#39;&#34;/Script/AIModule.ETeamAttitude&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object Begin Object Class=&#34;/Script/BlueprintGraph.K2Node_CallFunction&#34; Name=&#34;K2Node_CallFunction_2&#34; bIsPureFunc=True FunctionReference=(MemberParent=/Script/CoreUObject.Class&#39;&#34;/Script/CdryxCharUModule.CCharBPLibrary&#34;&#39;,MemberName=&#34;retrieveMainTag&#34;) NodePosX=0 NodePosY=200 NodeGuid=C1C2C3C4C5C6C7C8C9C0CACBCCCDCECF CustomProperties Pin (PinId=CC000001111122223333444455556666,PinName=&#34;self&#34;,PinFriendlyName=NSLOCTEXT(&#34;K2Node&#34;, &#34;Target&#34;, &#34;Target&#34;),PinToolTip=&#34;Target\nCChar BPLibrary Object Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/CdryxCharUModule.CCharBPLibrary&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,DefaultObject=&#34;/Script/CdryxCharUModule.Default__CCharBPLibrary&#34;,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=CC000002222233334444555566667777,PinName=&#34;worldContextObject&#34;,PinToolTip=&#34;World Context Object\nObject Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/CoreUObject.Object&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=CC000003333344445555666677778888,PinName=&#34;source&#34;,PinToolTip=&#34;Source\nActor Object Reference&#34;,PinType.PinCategory=&#34;object&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=/Script/CoreUObject.Class&#39;&#34;/Script/Engine.Actor&#34;&#39;,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=CC000004444455556666777788889999,PinName=&#34;ReturnValue&#34;,PinToolTip=&#34;Return Value\nName&#34;,Direction=&#34;EGPD_Output&#34;,PinType.PinCategory=&#34;name&#34;,PinType.PinSubCategory=&#34;&#34;,PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object</description>
    </item>
    <item>
      <title>Diagrams</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/diagrams/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/diagrams/index.html</guid>
      <description>Overview Visual diagrams illustrating the internal architecture and runtime behavior of CCHARUMODULE.&#xA;1. Class Hierarchy &amp; Component Composition Base class inheritance tree showing which components each level adds. All base classes implement IGenericTeamAgentInterface (via UCInteractionComponent) and ICCommonActor.</description>
    </item>
    <item>
      <title>Base Classes</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/baseclasses/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/baseclasses/index.html</guid>
      <description>Overview The module provides a hierarchy of pre-assembled base classes. Each class automatically creates and wires its components in the constructor via UCInitializerComponent::prepare_CSTR_* static methods. All base classes implement IGenericTeamAgentInterface (delegated to UCInteractionComponent) and the framework’s ICCommonActor interface.&#xA;ACActor Lightweight actor base. Inherits AActor. Components: root scene, initializer, debug, static mesh, interaction, select, skill.</description>
    </item>
    <item>
      <title>Components</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/index.html</guid>
      <description>Overview All components follow the same lifecycle pattern: created in the constructor via UCInitializerComponent::prepare_CSTR_*, initialized at runtime via init() with a UCActorInformation*, and reset via reset(). Dynamic delegate binding/unbinding is managed through boundDynamic() / unboundDynamic().&#xA;Component List Component Category Description ICInputReceiver Input Interface for receiving input events via FCInputStruct slots UCActionMappingComponent Input Enhanced Input action mapping with runtime context creation UCAIPerceptionStimuliSourceComponent AI Perception stimuli source with activation-based registration UCAutomationComponent AI Circular command queue for AI automation sequences UCCameraComponent Camera Camera with custom init/tick/reset lambdas UCCapsuleComponent Physics Collision capsule auto-sized from skeletal mesh bounds UCCharacterMovementComponent Movement Character movement with jump state machine UCCombotterComponent Combat Melee/range/block state machines driving montage and damage UCCompassComponent UI 3D compass widget tracking activated actors on screen UCDamageEmissionContainer Data Data container for outgoing damage information UCDamageReceptionContainer Data Data container for incoming damage information UCDebugComponent Debug Debug overlay widget with world-space or screen-space rendering UCFloatingMovementComponent Movement Floating pawn movement with ground-following line trace UCFOWComponent Rendering Fog of War renderer with actor/room agents and raycasting UCInitializerComponent Lifecycle Central orchestrator driving the initialization cascade for all other components UCInteractionComponent Gameplay Capsule-based overlap interaction with team filtering UCLifeComponent Combat Health and damage management with life bar widget UCMappingManager Input GameInstance subsystem storing the active input mapping context UCMinimapComponent UI Top-down scene capture for minimap rendering UCNavigationInvokerComponent AI Dynamic navmesh generation around the actor UCProjectileMovementComponent Combat Projectile movement with bend-time-to-speed curve UCSelectComponent Gameplay Decal-based permanent and temporary selection indicator UCSkeletalMeshComponent Rendering Skeletal mesh with modular character and animation support UCSkillComponent Gameplay Skill list management and skill dock widget UCSpringArmComponent Camera Spring arm with custom init/tick/reset lambdas UCStaticMeshComponent Rendering Static mesh with actor event-driven visibility UCTurnByTurnComponent Combat Turn-by-turn combat orchestrator with multi-state machine</description>
    </item>
    <item>
      <title>Data Structures</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/data/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/data/index.html</guid>
      <description>Overview Configuration is entirely data-driven via DataTable rows. FCCharacterDetailMaker is the central structure defining everything about an actor. FCNPCMaker groups actors for the spawner. FCPlayerMakerStruct references a character maker for player creation. UCActorInformation holds runtime state.&#xA;FCCharacterDetailMaker Main DataTable row structure (FTableRowBase). Defines actor class, visuals, animations, combat, AI, skills, interaction, biome constraints and more.</description>
    </item>
    <item>
      <title>Spawner</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/spawner/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/spawner/index.html</guid>
      <description>Overview Two spawner systems manage actor lifecycle: ACActorSpawner for NPCs/objects and ACPlayerSpawner for players. Both inherit from ACAbstractSpawner (from CCOREUMODULE). The actor spawner uses a cell-based pooling pipeline that activates/deactivates actors based on proximity to a tracked pawn.&#xA;ACActorSpawner Main actor spawner placed in the level. Reads a FCNPCMaker DataTable row, creates a UCActormaker, and drives the generation loop on tick. Requires a ANavMeshBoundsVolume and ARecastNavMesh in the level.</description>
    </item>
    <item>
      <title>Animation</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/animation/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/animation/index.html</guid>
      <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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