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[ue4] Ported flipX/flipY -> scaleX/scaleY change. See #1142.
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@ -136,26 +136,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
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if (skeleton) spSkeleton_setSlotsToSetupPose(skeleton);
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}
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void USpineSkeletonComponent::SetFlipX (bool flipX) {
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void USpineSkeletonComponent::SetScaleX (float scaleX) {
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CheckState();
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if (skeleton) skeleton->flipX = flipX ? 1 : 0;
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if (skeleton) skeleton->scaleX = scaleX;
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}
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bool USpineSkeletonComponent::GetFlipX() {
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float USpineSkeletonComponent::GetScaleX() {
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CheckState();
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if (skeleton) return skeleton->flipX != 0;
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return false;
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if (skeleton) return skeleton->scaleX;
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return 1;
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}
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void USpineSkeletonComponent::SetFlipY(bool flipY) {
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void USpineSkeletonComponent::SetScaleY(float scaleY) {
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CheckState();
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if (skeleton) skeleton->flipY = flipY ? 1 : 0;
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if (skeleton) skeleton->scaleY = scaleY;
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}
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bool USpineSkeletonComponent::GetFlipY() {
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float USpineSkeletonComponent::GetScaleY() {
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CheckState();
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if (skeleton) return skeleton->flipY != 0;
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return false;
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if (skeleton) return skeleton->scaleY;
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return 1;
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}
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void USpineSkeletonComponent::BeginPlay() {
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@ -79,16 +79,16 @@ public:
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void SetSlotsToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetFlipX(bool flipX);
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void SetScaleX(float scaleX);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipX();
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float GetScaleX();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetFlipY(bool flipY);
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void SetScaleY(float scaleY);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipY();
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float GetScaleY();
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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