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ASiegeEngine

#include <SiegeEngine.h>

Inherits from ATBLCharacterBase, IReplicatedSubobjectInterface, IDamagerInterface, ACharacter, ISignificanceInterface

Inherited by ABallista, ABatteringRam, ABombard, ACatapult, ACharacterMountableActor, AHorse

Public Functions

Name
ASiegeEngine()
void ArrowCamGamePadPressed()
void ArrowCamGamePadReleased()
void ArrowCamPressed()
void ArrowCamReleased()
void BroadcastSetRotationYaw(float NewRotationYaw)
void DismountPressed()
void DismountReleased()
void Fire()
void FireReleased()
void ForceDismount([[EDismountType]] DismountType)
float GetChargingPercent()
ATBLCharacter * GetDriver()
[[EFaction]] GetLastDriverFaction() const
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
AActor * GetLoadedItem() const
float GetMinChargingToFire()
UCombatStateComponent * GetSiegeEngineCombatStateComponent()
bool IsLoaded() const
void MountPressed(ATBLCharacter * Character)
void OnAbilityError(AActor * Initiator, TEnumAsByte< [[EResultCode::Type]] > Code, AAbilityInvocation * Invocation, FName AttackName, TSubclassOf< AInventoryItem > ItemClass)
void OnDriverKilled(const FDeathDamageTakenEvent & DamageEvent)
void OnDriverSetRagdollPhysics()
void OnRiderCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void OnTurnLockLimit(float DeltaTime, float DeltaYaw)
void UseKeyPressed()
void UseKeyReleased()
void UseKeyRepeat()

Protected Functions

Name
void BroadcastDismount([[EDismountType]] DismountType)
void BroadcastInterpToMountLocation(ATBLCharacter * Character)
void BroadcastMount(ATBLCharacter * Character)
bool CanMount(APawn * Pawn)
void FocusPressed()
void FocusReleased()
void OnRep_Driver()
void ServerDismountPressed()

Public Attributes

Name
AActor * AIAimHintLocation
AAIController * AIController
bool AllowEmoteAnimations
TSubclassOf< UAnimationSet > AnimationSet
UAkComponent * AudioComponent
FName CameraAttachSocketName
TSubclassOf< UAnimationSet > CharacterAnimationSet
TSubclassOf< UAnimationSet > CharacterAnimationSet1P
FName CharacterAttachSocketName
TArray< [[EWeaponAbilitySlotKey]] > DisableAbilitySlot
ATBLCharacter * Driver
AController * DriverController
FName FireAbilityName
FOnDriverDismount OnDriverDismount
FOnDriverMount OnDriverMount
FCatapultLoadedAmmo OnLoadedAmmo
FCatapultReadyToFire OnReadyToFire
float PitchRotationLimit
FReplicationPredictionState PredictionState
float RotationYaw
FName SiegeEngineName
[[ESiegeEngineType]] SiegeEngineType
AInventoryItem * SiegeInventoryItem
TSubclassOf< AInventoryItem > SiegeInventoryItemClass
FTurnLimitSound TurnLimitSound
float YawRotationLimit
bool bCompressRotationYaw
bool bFireHeld
bool bUseRotationYaw

Protected Attributes

Name
float GamepadUsePressedTime
[[EFaction]] LastDriverFaction
FMountBlendParams MountBlendParams
ATBLCharacter * ReplicatedDriver
TArray< USceneComponent * > SiegeMountPointList
TArray< FName > ValidCombatStates
bool bNeedToInitializeTBLCharacter
bool bUseDismountCombatState
bool bUseMountCombatState

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