EPOK RUNTIME
epok::GameplayTweenState
Struct
Struct
Layout is append-only: saved Blueprint graphs address split members by dotted name, so a member added at the end is simply absent from older graphs and takes its pin default there.
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "utility.hpp"
epok::GameplayTweenState& value = /* obtain a valid instance from your game */;Fields and constants
completion_pendingExposes `completion_pending` on `epok::GameplayTweenState` for the utility module.Fieldcycles_remainingExposes `cycles_remaining` on `epok::GameplayTweenState` for the utility module.FielddelayExposes `delay` on `epok::GameplayTweenState` for the utility module.FielddurationExposes `duration` on `epok::GameplayTweenState` for the utility module.FieldeasingExposes `easing` on `epok::GameplayTweenState` for the utility module.FieldelapsedExposes `elapsed` on `epok::GameplayTweenState` for the utility module.FieldfromExposes `from` on `epok::GameplayTweenState` for the utility module.FieldloopExposes `loop` on `epok::GameplayTweenState` for the utility module.FieldreversedExposes `reversed` on `epok::GameplayTweenState` for the utility module.FieldrunningExposes `running` on `epok::GameplayTweenState` for the utility module.FieldtoExposes `to` on `epok::GameplayTweenState` for the utility module.Field