Change state property types so they can be edited as enums
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				@ -38,7 +38,7 @@ struct FFFStateContext
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 *	A state is an object that provides rules and conditions for when a state can be transitioned into
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 *	and logic to run when the state is entered, exited, and active.
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 */
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UCLASS()
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UCLASS(Blueprintable)
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class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
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{
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	GENERATED_BODY()
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@ -62,18 +62,18 @@ public:
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	 *	crouching, standing, or airborne for this state to be eligible for transitioning.
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	 */
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    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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	uint8 StanceRequired;
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	int32 StanceRequired;
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	/**
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	 *	What is this state's category.
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	 *	Used for determining what types of state can prematurely cancel this one.
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	 */
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    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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	uint8 StateType;
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	int32 StateType;
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    /** Conditions that need to be met in order for this state to be transitioned into */
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    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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	TArray<uint8> EntryConditions;
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	TArray<int32> EntryConditions;
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	/**
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	 *	Input sequences that needs to be present in the controlling player's input buffer for this
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@ -21,9 +21,9 @@ class UNREALFIGHTINGFRAMEWORK_API IFFStateAvatarInterface
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	GENERATED_BODY()
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public:
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	virtual bool CheckStance(uint8 Stance) = 0;
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	virtual bool CheckStance(int32 Stance) = 0;
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    virtual bool CheckStateEnabled(uint8 StateType) = 0;
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    virtual bool CheckStateEnabled(int32 StateType) = 0;
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	virtual bool CheckStateEntryConditions(const TArray<uint8>& EntryConditions) = 0;
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	virtual bool CheckStateEntryConditions(const TArray<int32>& EntryConditions) = 0;
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};
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