text: //MIT License
  //
  //Copyright(c) 2021 HaiLiang Feng
  //
  //QQ : 632865163
  //Blog : https ://www.cnblogs.com/LynnVon/
  //
  //    Permission is hereby granted, free of charge, to any person obtaining a copy
  //    of this softwareand associated documentation files(the "Software"), to deal
  //    in the Software without restriction, including without limitation the rights
  //    to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
  //    copies of the Software, and to permit persons to whom the Software is
  //    furnished to do so, subject to the following conditions :
  //
  //The above copyright noticeand this permission notice shall be included in all
  //copies or substantial portions of the Software.
  //
  //THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  //IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  //FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
  //AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  //LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  //OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  //SOFTWARE.
  #pragma once
  
  #include "CoreMinimal.h"
  #include "Animation/AnimInstance.h"
  #include "CockpitAnimInstance.generated.h"
  
  /**
   *
   */
  UCLASS()
  class FLIGHTSIMULATOR_API UCockpitAnimInstance : public UAnimInstance
  {
     GENERATED_BODY()
  public:
     UCockpitAnimInstance(const FObjectInitializer &ObjectInitializer);
  
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BoneTransform)
        TArray<FVector> BonesTranslation;
  
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BoneTransform)
        TArray<FRotator> BonesRotation;
  
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BoneTransform)
        TArray<FVector> BonesScale;
  
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BoneTransform)
        TArray<FName> BonesName;
  };