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Updated documentation
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hfjooste committed Mar 2, 2024
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158 changes: 142 additions & 16 deletions docs/characteranimationinstance.md
Original file line number Diff line number Diff line change
Expand Up @@ -50,20 +50,74 @@ The animation blueprint contains a <code>USK</code> slot that can be used to pla
<td><code>nullptr</code></td>
</tr>
<tr>
<td>WalkBaseAnimation</td>
<td>The base animation used when the character is walking</td>
<td>WalkForwardBaseAnimation</td>
<td>The base animation used when the character is walking forward</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>RunBaseAnimation</td>
<td>The base animation used when the character is running</td>
<td>WalkBackwardsBaseAnimation</td>
<td>The base animation used when the character is walking backwards</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SprintBaseAnimation</td>
<td>The base animation used when the character is sprinting</td>
<td>WalkLeftBaseAnimation</td>
<td>The base animation used when the character is walking left</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>WalkRightBaseAnimation</td>
<td>The base animation used when the character is walking right</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>RunForwardBaseAnimation</td>
<td>The base animation used when the character is running forward</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>RunBackwardsBaseAnimation</td>
<td>The base animation used when the character is running backwards</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>RunLeftBaseAnimation</td>
<td>The base animation used when the character is running left</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>RunRightBaseAnimation</td>
<td>The base animation used when the character is running right</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SprintForwardBaseAnimation</td>
<td>The base animation used when the character is sprinting forward</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SprintBackwardsBaseAnimation</td>
<td>The base animation used when the character is sprinting backwards</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SprintLeftBaseAnimation</td>
<td>The base animation used when the character is sprinting left</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>SprintRightBaseAnimation</td>
<td>The base animation used when the character is sprinting right</td>
<td>UAnimSequence*</td>
<td><code>nullptr</code></td>
</tr>
Expand Down Expand Up @@ -843,10 +897,16 @@ The animation blueprint contains a <code>USK</code> slot that can be used to pla
</tr>
<tr>
<td>MovementSpeed</td>
<td>The movement speed fo the character</td>
<td>The movement speed of the character</td>
<td>float</td>
<td></td>
</tr>
<tr>
<td>MovementDirection</td>
<td>The movement direction of the character multiplied by the movement speed</td>
<td>FVector2D</td>
<td></td>
</tr>
<tr>
<td>bIsCrouching</td>
<td>Is the character currently crouching?</td>
Expand Down Expand Up @@ -919,6 +979,18 @@ The animation blueprint contains a <code>USK</code> slot that can be used to pla
<td>FName</td>
<td></td>
</tr>
<tr>
<td>LookAtCenterRotation</td>
<td>The rotation applied to the character to look at the center of the screen</td>
<td>float</td>
<td></td>
</tr>
<tr>
<td>LookAtCenterBoneName</td>
<td>The bone to rotate while the character is looking at the center</td>
<td>FName</td>
<td></td>
</tr>
<tr>
<td>bIsSliding</td>
<td>Is the character currently sliding?</td>
Expand Down Expand Up @@ -978,22 +1050,76 @@ The animation blueprint contains a <code>USK</code> slot that can be used to pla
<td><strong>UAnimSequence*</strong><br/>The idle animation to play</td>
</tr>
<tr>
<td>GetWalkBaseAnimation</td>
<td>Get the base walk animation</td>
<td>GetWalkForwardBaseAnimation</td>
<td>Get the base walk forward animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The walk animation to play</td>
<td><strong>UAnimSequence*</strong><br/>The walk forward animation to play</td>
</tr>
<tr>
<td>GetRunBaseAnimation</td>
<td>Get the base run animation</td>
<td>GetWalkBackwardsBaseAnimation</td>
<td>Get the base walk backwards animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The run animation to play</td>
<td><strong>UAnimSequence*</strong><br/>The walk backwards animation to play</td>
</tr>
<tr>
<td>GetSprintBaseAnimation</td>
<td>Get the base sprint animation</td>
<td>GetWalkLeftBaseAnimation</td>
<td>Get the base walk left animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The sprint animation to play</td>
<td><strong>UAnimSequence*</strong><br/>The walk left animation to play</td>
</tr>
<tr>
<td>GetWalkRightBaseAnimation</td>
<td>Get the base walk right animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The walk right animation to play</td>
</tr>
<tr>
<td>GetRunForwardBaseAnimation</td>
<td>Get the base run forward animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The run forward animation to play</td>
</tr>
<tr>
<td>GetRunBackwardsBaseAnimation</td>
<td>Get the base run backwards animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The run backwards animation to play</td>
</tr>
<tr>
<td>GetRunLeftBaseAnimation</td>
<td>Get the base run left animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The run left animation to play</td>
</tr>
<tr>
<td>GetRunRightBaseAnimation</td>
<td>Get the base run right animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The run right animation to play</td>
</tr>
<tr>
<td>GetSprintForwardBaseAnimation</td>
<td>Get the base sprint forward animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The sprint forward animation to play</td>
</tr>
<tr>
<td>GetSprintBackwardsBaseAnimation</td>
<td>Get the base sprint backwards animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The sprint backwards animation to play</td>
</tr>
<tr>
<td>GetSprintLeftBaseAnimation</td>
<td>Get the base sprint left animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The sprint left animation to play</td>
</tr>
<tr>
<td>GetSprintRightBaseAnimation</td>
<td>Get the base sprint right animation</td>
<td></td>
<td><strong>UAnimSequence*</strong><br/>The sprint right animation to play</td>
</tr>
<tr>
<td>GetJumpBaseAnimation</td>
Expand Down
29 changes: 29 additions & 0 deletions docs/uskcharacter.md
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,11 @@ The <code>USKCharacter</code> uses the following components:
<td>The timeline component used for aiming</td>
<td>UTimelineComponent*</td>
</tr>
<tr>
<td>LookAtCenterTimeline</td>
<td>The timeline component used to look at the center of the screen</td>
<td>UTimelineComponent*</td>
</tr>
</table>

## API Reference
Expand Down Expand Up @@ -517,6 +522,24 @@ The <code>USKCharacter</code> uses the following components:
<td>float</td>
<td>25.0f</td>
</tr>
<tr>
<td>bLookAtCenter</td>
<td>Should the character automatically rotate to look at the center of the screen</td>
<td>bool</td>
<td>true</td>
</tr>
<tr>
<td>MaxLookAtCenterRotation</td>
<td>The maximum rotation that can be applied while looking at the center of the screen before rotating the actor</td>
<td>float</td>
<td>90.0f</td>
</tr>
<tr>
<td>LookAtCenterCurve</td>
<td>The float curve used to look at the center of the screen</td>
<td>UCurveFloat*</td>
<td><code>nullptr</code></td>
</tr>
<tr>
<td>bCanSlide</td>
<td>Can the character perform a slide?</td>
Expand Down Expand Up @@ -702,6 +725,12 @@ The <code>USKCharacter</code> uses the following components:
<td></td>
<td><strong>float</strong><br/>The current lean camera roll</td>
</tr>
<tr>
<td>GetLookAtCenterRotation</td>
<td>Get the look at center rotation</td>
<td></td>
<td><strong>float</strong><br/>The look at center rotation</td>
</tr>
<tr>
<td>IsSliding</td>
<td>Check if the character is sliding</td>
Expand Down

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