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AHorse

#include <Horse.h>

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

Public Functions

Name
AHorse()
void EventUsePressed(APawn * InPawn, UInteractableComponent * InInteractable)
void ForceRun(float Time)
FVector GetCurveValueBySpeed(UCurveVector * Curve, float RelativeSpeed)
FName GetHorseCollisionProfile()
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
TArray< UPrimitiveComponent * > GetPushingCollision()
float GetRelativeSpeed(AActor * OtherActor)
ECollisionResponse GetRiderToWorldCollision()
FVector GetThirdPersonCameraAttachPoint()
TArray< UPrimitiveComponent * > GetWorldCollisionBack()
TArray< UPrimitiveComponent * > GetWorldCollisionFront()
void GetWorldCollisionLegs(UCapsuleComponent & FrontLegs, UCapsuleComponent & BackLegs)
UCapsuleComponent * GetWorldCollisionRider()
bool HasSpeedForAttack(FName AttackName)
void HorseToCharacterImpact(ATBLCharacter * TargetCharacter, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToCharacterImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void HorseToHorseImpact(AHorse * TargetHorse, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToHorseImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void HorseToWorldImpact([[FHitResult]] Hit, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToWorldImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void Horse_ClientAdjustPosition(float Timestamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent * NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode, const FHorseMovementCorrection & HorseCorrection)
void InitiateKick(FName AttackName)
bool IsDead() const
bool IsExhausted() const
void KickNoDriver()
void KnockRiderOffHorse()
void MaintainSpeedOnImpact()
void NetMulticastFastSharedReplication(const FFastSharedProperties_Horse & Properties)
void OnHorseDamaged(const FDamageTakenEvent & Event)
void OnKilled(const FDeathDamageTakenEvent & DamageEvent)
void OnProcessPlayerInput()
void PostHorseFxEvent(FName EventName, float EventScale, const TArray< FName > & EventTags)
void RiderToWorldImpact([[FHitResult]] Hit)
void [[ServerHorseMove]](float Timestamp, FVector_NetQuantize10 InAccel, FVector ClientLoc, uint8 CompressedMoveFlags, uint32 View, UPrimitiveComponent * ClientMovementBase, uint8 ClientMovementMode, float InRotationYaw, int16 ForwardSpeed)
void [[ServerHorseMoveDual]](float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float Timestamp, FVector_NetQuantize10 InAccel, FVector ClientLoc, uint8 NewFlags, uint32 View, UPrimitiveComponent * ClientMovementBase, uint8 ClientMovementMode, float InRotationYaw, int16 ForwardSpeed)
void [[ServerHorseMoveDualHybridRootMotion]](float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float Timestamp, FVector_NetQuantize10 InAccel, FVector ClientLoc, uint8 NewFlags, uint32 View, UPrimitiveComponent * ClientMovementBase, uint8 ClientMovementMode, float InRotationYaw, int16 ForwardSpeed)
bool ShouldPushBackOnTurnAgainstWall()
bool TrySlowdownForKick(FName AttackName)

Protected Functions

Name
void BroadcastPlayDismountAnimation(FName AnimationName)
void BroadcastPostHorseFxEvent(FName EventName, float EventScale, const TArray< FName > & EventTags)
void BroadcastRandomSeed(int32 Seed)
void BroadcastSetFaction([[EFaction]] Faction)
void OnCinematicControlAllowed(ATBLCharacter * Character)
void OnCinematicControlRestricted(ATBLCharacter * Character)
void OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void OnDismountSetAttached(bool bAttached)
void OnPlayerMeshChanged(USkeletalMeshComponent * OldMesh, USkeletalMeshComponent * NewMesh)
void OnRiderStartAttack()
void StartInterpToMountLocation()
void WantsToGallop(bool bWantsToGallop)

Public Attributes

Name
FVector BackLegsTargetLocation
USceneComponent * CollisionRoot
UCombatStateComponent * CombatStateComponent
UCombatStateQueue * CombatStateQueue
TSubclassOf< UCombatStateSet > CombatStateSet
UCombatStateSynchronization * CombatStateSynchronization
UConditionsComponent * ConditionsComponent
TArray< FTimeStampedDamageTakenEvent > DamageTakenEvents
float ExpireTime
FTimerHandle ExpireTimerHandle
float FXImpactSpeedThreshold
FVector FrontLegsTargetLocation
UHorseMovement * HorseMovement
UInteractableComponent * Interactable
float KnockdownBlendOutTime
float LastClientForwardSpeed
FName LastClientMovementState
float LastClientRotationYaw
UMovementModifierComponent * MovementModifiers
FOnHorseBump OnHorseBump
FHorseFxEvent OnHorseFxEvent
FOnHorseToCharacterImpact OnHorseToCharacterImpact
FOnHorseToHorseImpact OnHorseToHorseImpact
FOnHorseToWorldImpact OnHorseToWorldImpact
FHorseOnInterpToMountLocation OnInterpToMountLocation
FOnKickNoDriver OnKickNoDriver
FLanceChargeEnabled OnLanceChargeEnabled
FLanceChargeFailed OnLanceChargeFailed
FHorsePlayLandedAnimation OnLandedAnimation
FOnHorseRootMotionChanged OnRootMotionChanged
FOnHorseSpeedRequirementFailed OnSpeedRequirementFailed
FOnHorseStartAttack OnStartAttack
FHorsePlayDismountAnimation PlayDismountAnimation
FHorsePlayMountAnimation PlayMountAnimation
float PushSpeed
TArray< UPrimitiveComponent * > PushingCollision
UPushingComponent * PushingComponent
int32 PushingPriority
FVector RelativeLocation_BackLegs
FVector RelativeLocation_FrontLegs
uint8 ReplicatedServerFrame
float RotationLimit
UTeamOwnershipComponent * TeamOwnershipComponent
float ThirdPersonCameraOffsetZ
FThirdPersonCameraParams ThirdPersonCameraParams
TArray< UPrimitiveComponent * > WorldCollision_Back
UCapsuleComponent * WorldCollision_BackLegs
TArray< UPrimitiveComponent * > WorldCollision_Both
TArray< UPrimitiveComponent * > WorldCollision_Front
UCapsuleComponent * WorldCollision_FrontLegs
UCapsuleComponent * WorldCollision_Rider
bool bEmergencyBrakeExhausted
bool bGallopExhausted
bool bRiderUseControllerRotationYaw
bool bSpawnOnHorse

Protected Attributes

Name
UDataTable * AbilitiesDataTable
bool HasAccelerateVoBeenPlayed
int32 HorizLockId
FHorseAiming HorseAiming
FName HorseCollisionPreset
bool IsGalloping
FDataTableRowSelection LanceCharge
UAbilitySpec * LanceChargeSpec
FVector LastDriverRootLocation
float LastHorseMountTime
[[EFaction]] LastMountedFaction
FName MountDirection
bool PreviousIsPlayingRootMotion
FTimerHandle QueuedAccelerateVoTimerHandle
FTimerHandle QueuedDeccelerateVoTimerHandle
bool bHorseGallopVoIgnoredOnce
bool bIsDead
bool bLanceChargeEnabled

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