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ATBLAICombatController

#include <TBLAICombatController.h>

Inherits from ATBLAIController, AAIController

Public Functions

Name
ATBLAICombatController()
void Attack(FCombatAiAttackParams InParams)
void Disengage(const FDisengageParams & InDisengageParams)
void Dodge(TArray< TEnumAsByte< [[EMovementDirection]] >> AllowedDirections)
void EnemyOnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void Engage(const FEngageParams & InEngageParams)
[[EAiMeleeCombatMode]] GetMeleeCombatMode() const
void HandleDamageCaused(const FDamageTakenEvent & DamageEvent)
void HandleTookDamage(const FDamageTakenEvent & Event)
void HoldBlock()
void OnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void ReleaseBlock()
void StrafeAndKeepDistance([[EAiCombatDistance]] Distance, [[EAiCombatStrafing]] Strafing)

Public Attributes

Name
float Advantage
float AttackDistanceMultiplier
float AttackOkayMax
float CloseAttackRange
UUtilityAI_CombatDecisionMaker * CombatDecisionMakerComponent
float CombatMovementMaxDistance
AActor * CombatTarget
float CombatTargetDesiredDistance
float CorneringDistance
float DefaultDistanceToKeep
[[EAiCombatDistance]] DesiredDistance
[[EAiCombatStrafing]] DesiredStrafing
float DisengagementMax
FTimerHandle EdgeDetectionTimer
float EngageSprintStartOkayMin
float EngageSprintStopMax
float EngagementMin
float FacehugRange
float FarAttackRange
float MediumAttackRange
[[EAiMeleeCombatMode]] MeleeCombatMode
FVector NearestNavWallNormal
float OffsetFromCornersDistance
float OutsideAttackRange
TArray< float > RecentBlockedHits
float SprintAttackOkayMax
float SprintAttackOkayMin
float StuckMaxTime
float TimeLastAttack
bool bSprinting

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