Skip to content

APushableSiegeActor

#include <PushableSiegeActor.h>

Inherits from ATBLActor, IHUDMarkerInterface, AActor, IReplicatedSubobjectInterface

Public Functions

Name
APushableSiegeActor()
void AddLogEntry(const FString & LogEntry)
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
void SetAvoidanceEnabled(bool bEnable)

Protected Functions

Name
void OnMeshLODChanged()
void OnPushableActivated(bool bIsActive)
void OnPushableCompleted()
void OnPushableReachedEndPoint(int32 EndPointNum, FPushableEndPoint EndPoint, bool IsLastEndPoint)
void OnRep_ReplicatedSiegeState()
void SetSiegeState([[ESiegeActorState]] NewState)
void SiegeStateAnimationUpdated([[ESiegeActorState]] NewState)
void UpdateSkeletalMesh()

Public Attributes

Name
USceneComponent * DefaultSceneComponent

Protected Attributes

Name
UAkComponent * AudioComponent
FNavAvoidanceMask AvoidanceGroup
float AvoidanceHeight
FVector AvoidanceLocation
int32 AvoidanceUID
USceneComponent * HudMarkerComponentLocation
UHudMarkerDisplayComponent * HudMarkerDisplay
int32 LowLodPhysAssetLevel
UBoxComponent * PawnPushingCollisionComponent
FOnPushableCompleted PushableComplete
UPushableComponent * PushableComponent
UPhysicsAsset * PushablePhysAsset
UPhysicsAsset * PushablePhysAssetLowLod
FOnPushableReachedEndPoint PushableReachedEndPoint
UPushingComponent * PushingComponent
FReplicated_UInt8 ReplicatedSiegeState
USkeletalMeshComponent * SiegeMesh
UPhysicsAsset * StationaryPhysAsset
UPhysicsAsset * StationaryPhysAssetLowLod
UTBLNavModifierComponent * TBLNavModifier
UTeamCapturePointComponent * TeamCapturePoint
bool bDedicatedServerUseLowLodPhysics
bool bUseRVOAvoidance

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