// Fill out your copyright notice in the Description page of Project Settings. #include "ShooterAnimInstance.h" #include "ShooterCharacter.h" #include "GameFramework/CharacterMovementComponent.h" void UShooterAnimInstance::UpdateAnimationProperties(float DeltaTime) { if (ShooterCharacter) ShooterCharacter = Cast(TryGetPawnOwner()); if (ShooterCharacter) { // Get the speed of the character from velocity FVector Velocity{ ShooterCharacter->GetVelocity() }; Velocity.Z = 0; Speed = Velocity.Size(); // Is the character in the air bIsInAir = ShooterCharacter->GetCharacterMovement()->IsFalling(); // Is the character accelerating bIsAccelerating = ShooterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0; } } void UShooterAnimInstance::NativeInitializeAnimation() { Super::NativeInitializeAnimation(); ShooterCharacter = Cast(TryGetPawnOwner()); }