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@@ -149,26 +149,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
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if (skeleton) skeleton->setSlotsToSetupPose();
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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->setFlipX(flipX);
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+ if (skeleton) skeleton->setScaleX(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->getFlipX();
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- return false;
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+ if (skeleton) return skeleton->getScaleX();
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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->setFlipY(flipY);
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+ if (skeleton) skeleton->setScaleY(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->getFlipY();
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- return false;
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+ if (skeleton) return skeleton->getScaleY();
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+ return 1;
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}
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void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
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