text: ﻿#pragma once
  
  #include "AlsLayeringState.generated.h"
  
  USTRUCT(BlueprintType)
  struct ALS_API FAlsLayeringState
  {
  	GENERATED_BODY()
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float HeadBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float HeadSlotBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float HeadAdditiveBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmLeftBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmLeftAdditiveBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmLeftLocalSpaceBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmLeftMeshSpaceBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmLeftSlotBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmRightBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmRightAdditiveBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmRightLocalSpaceBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmRightMeshSpaceBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float ArmRightSlotBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float HandLeftBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float HandRightBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float SpineBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float SpineAdditiveBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float SpineSlotBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float PelvisBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float PelvisSlotBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float LegsBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float LegsSlotBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float PoseStandingBlendAmount{1.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float PoseCrouchingBlendAmount{0.0f};
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ClampMin = 0, ClampMax = 1))
  	float PoseInAirBlendAmount{0.0f};
  };
  