// Fill out your copyright notice in the Description page of Project Settings. #include "BlasterAnimInstance.h" #include "BlasterCharacter.h" #include "GameFramework/CharacterMovementComponent.h" void UBlasterAnimInstance::NativeInitializeAnimation() { Super::NativeInitializeAnimation(); BlasterCharacter = Cast(TryGetPawnOwner()); } void UBlasterAnimInstance::NativeUpdateAnimation(float DeltaSeconds) { Super::NativeUpdateAnimation(DeltaSeconds); if (BlasterCharacter == nullptr) { BlasterCharacter = Cast(TryGetPawnOwner()); } if (BlasterCharacter == nullptr) return; FVector Velocity = BlasterCharacter->GetVelocity(); Velocity.Z = 0.f; Speed = Velocity.Size(); bIsInAir = BlasterCharacter->GetCharacterMovement()->IsFalling(); bIsAccelerating = BlasterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0.f; bWeaponEquipped = BlasterCharacter->IsWeaponEquipped(); }