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ACharacterMountableActor

#include <CharacterMountableActor.h>

Inherits from ASiegeEngine, ATBLCharacterBase, IReplicatedSubobjectInterface, IDamagerInterface, ACharacter, ISignificanceInterface

Public Functions

Name
ACharacterMountableActor()
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
int32 GetNumCharacters() const
UPrimitiveComponent * GetPushingComponent() const
bool NeedsTick() const
void OnRep_ChargePercent()

Protected Functions

Name
void OnCharacterDismounted(ATBLCharacter * DismountedDriver, [[EDismountType]] DismountType)
void OnCharacterMount(ATBLCharacter * Character)
void OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)

Public Attributes

Name
FName AbilityAttackName
FName AbilityChargeName
FName CharacterMountableActorAnimName
float ChargePercent
float ChargeTime
UCurveFloat * ChargeToDamageScale
UCombatStateComponent * CombatStateComponent
UCombatStateQueue * CombatStateQueue
TSubclassOf< UCombatStateSet > CombatStateSet
UCombatStateSynchronization * CombatStateSynchronization
UInteractableComponent * LeftInteractable
USiegeMountPoint * LeftMountPoint
float MinimumChargePercent
FOnAnimationStarting OnAnimationStarting
FOnCharacterChargeChanged OnChargeChanged
FOnFinalMontageSectionPlaying OnFinalMontageSectionPlaying
FOnMountableActorKilledAnimComplete OnMountableActorKilledAnimComplete
UPhysicsAsset * PhysAsset
UInteractableComponent * RightInteractable
USiegeMountPoint * RightMountPoint
float TwoPlayerChargeBonus

Protected Attributes

Name
TWeakObjectPtr< ATBLCharacter > AbilityInstigatingDriver

Updated on 2025-01-21 at 09:02:23 +0100