1616#include " GameFramework/CharacterMovementComponent.h"
1717
1818
19- const FName NAME_BasePose_CLF (TEXT(" BasePose_CLF" ));
20- const FName NAME_BasePose_N (TEXT(" BasePose_N" ));
21- const FName NAME_Enable_FootIK_R (TEXT(" Enable_FootIK_R" ));
22- const FName NAME_Enable_FootIK_L (TEXT(" Enable_FootIK_L" ));
23- const FName NAME_Enable_HandIK_L (TEXT(" Enable_HandIK_L" ));
24- const FName NAME_Enable_HandIK_R (TEXT(" Enable_HandIK_R" ));
25- const FName NAME_Enable_Transition (TEXT(" Enable_Transition" ));
26- const FName NAME_FootLock_L (TEXT(" FootLock_L" ));
27- const FName NAME_FootLock_R (TEXT(" FootLock_R" ));
28- const FName NAME_Grounded___Slot (TEXT(" Grounded Slot" ));
29- const FName NAME_Layering_Arm_L (TEXT(" Layering_Arm_L" ));
30- const FName NAME_Layering_Arm_L_Add (TEXT(" Layering_Arm_L_Add" ));
31- const FName NAME_Layering_Arm_L_LS (TEXT(" Layering_Arm_L_LS" ));
32- const FName NAME_Layering_Arm_R (TEXT(" Layering_Arm_R" ));
33- const FName NAME_Layering_Arm_R_Add (TEXT(" Layering_Arm_R_Add" ));
34- const FName NAME_Layering_Arm_R_LS (TEXT(" Layering_Arm_R_LS" ));
35- const FName NAME_Layering_Hand_L (TEXT(" Layering_Hand_L" ));
36- const FName NAME_Layering_Hand_R (TEXT(" Layering_Hand_R" ));
37- const FName NAME_Layering_Head_Add (TEXT(" Layering_Head_Add" ));
38- const FName NAME_Layering_Spine_Add (TEXT(" Layering_Spine_Add" ));
39- const FName NAME_Mask_AimOffset (TEXT(" Mask_AimOffset" ));
40- const FName NAME_Mask_LandPrediction (TEXT(" Mask_LandPrediction" ));
41- const FName NAME__ALSCharacterAnimInstance__RotationAmount (TEXT(" RotationAmount" ));
42- const FName NAME_VB___foot_target_l (TEXT(" VB foot_target_l" ));
43- const FName NAME_VB___foot_target_r (TEXT(" VB foot_target_r" ));
44- const FName NAME_W_Gait (TEXT(" W_Gait" ));
45- const FName NAME__ALSCharacterAnimInstance__root (TEXT(" root" ));
46-
47-
48- FName UALSCharacterAnimInstance::NAME_ik_foot_l (TEXT(" ik_foot_l" ));
49- FName UALSCharacterAnimInstance::NAME_ik_foot_r (TEXT(" ik_foot_r" ));
19+ static const FName NAME_BasePose_CLF (TEXT(" BasePose_CLF" ));
20+ static const FName NAME_BasePose_N (TEXT(" BasePose_N" ));
21+ static const FName NAME_Enable_FootIK_R (TEXT(" Enable_FootIK_R" ));
22+ static const FName NAME_Enable_FootIK_L (TEXT(" Enable_FootIK_L" ));
23+ static const FName NAME_Enable_HandIK_L (TEXT(" Enable_HandIK_L" ));
24+ static const FName NAME_Enable_HandIK_R (TEXT(" Enable_HandIK_R" ));
25+ static const FName NAME_Enable_Transition (TEXT(" Enable_Transition" ));
26+ static const FName NAME_FootLock_L (TEXT(" FootLock_L" ));
27+ static const FName NAME_FootLock_R (TEXT(" FootLock_R" ));
28+ static const FName NAME_Grounded___Slot (TEXT(" Grounded Slot" ));
29+ static const FName NAME_Layering_Arm_L (TEXT(" Layering_Arm_L" ));
30+ static const FName NAME_Layering_Arm_L_Add (TEXT(" Layering_Arm_L_Add" ));
31+ static const FName NAME_Layering_Arm_L_LS (TEXT(" Layering_Arm_L_LS" ));
32+ static const FName NAME_Layering_Arm_R (TEXT(" Layering_Arm_R" ));
33+ static const FName NAME_Layering_Arm_R_Add (TEXT(" Layering_Arm_R_Add" ));
34+ static const FName NAME_Layering_Arm_R_LS (TEXT(" Layering_Arm_R_LS" ));
35+ static const FName NAME_Layering_Hand_L (TEXT(" Layering_Hand_L" ));
36+ static const FName NAME_Layering_Hand_R (TEXT(" Layering_Hand_R" ));
37+ static const FName NAME_Layering_Head_Add (TEXT(" Layering_Head_Add" ));
38+ static const FName NAME_Layering_Spine_Add (TEXT(" Layering_Spine_Add" ));
39+ static const FName NAME_Mask_AimOffset (TEXT(" Mask_AimOffset" ));
40+ static const FName NAME_Mask_LandPrediction (TEXT(" Mask_LandPrediction" ));
41+ static const FName NAME__ALSCharacterAnimInstance__RotationAmount (TEXT(" RotationAmount" ));
42+ static const FName NAME_VB___foot_target_l (TEXT(" VB foot_target_l" ));
43+ static const FName NAME_VB___foot_target_r (TEXT(" VB foot_target_r" ));
44+ static const FName NAME_W_Gait (TEXT(" W_Gait" ));
45+ static const FName NAME__ALSCharacterAnimInstance__root (TEXT(" root" ));
5046
5147
5248void UALSCharacterAnimInstance::NativeInitializeAnimation ()
@@ -62,7 +58,7 @@ void UALSCharacterAnimInstance::NativeBeginPlay()
6258 // This is the reason why it is tried here to get the ALS debug component.
6359 if (APawn* Owner = TryGetPawnOwner ())
6460 {
65- DebugComponent = Owner->FindComponentByClass <UALSDebugComponent>();
61+ ALSDebugComponent = Owner->FindComponentByClass <UALSDebugComponent>();
6662 }
6763}
6864
@@ -486,7 +482,7 @@ void UALSCharacterAnimInstance::SetFootOffsets(float DeltaSeconds, FName EnableF
486482 TraceEnd,
487483 ECC_Visibility, Params);
488484
489- if (DebugComponent && DebugComponent ->GetShowTraces ())
485+ if (ALSDebugComponent && ALSDebugComponent ->GetShowTraces ())
490486 {
491487 UALSDebugComponent::DrawDebugLineTraceSingle (
492488 World,
@@ -811,7 +807,7 @@ float UALSCharacterAnimInstance::CalculateLandPrediction() const
811807 const bool bHit = World->SweepSingleByChannel (HitResult, CapsuleWorldLoc, CapsuleWorldLoc + TraceLength, FQuat::Identity,
812808 ECC_Visibility, CapsuleCollisionShape, Params);
813809
814- if (DebugComponent && DebugComponent ->GetShowTraces ())
810+ if (ALSDebugComponent && ALSDebugComponent ->GetShowTraces ())
815811 {
816812 UALSDebugComponent::DrawDebugCapsuleTraceSingle (World,
817813 CapsuleWorldLoc,
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