ATBLCharacter¶
#include <TBLCharacter.h>
Inherits from ATBLCharacterBase, IVisualLoggerDebugSnapshotInterface, IReplicatedSubobjectInterface, IGenericTeamAgentInterface, IMatchStateListenerInterface, IAISightTargetInterface, ISignificanceInterface
Public Functions¶
Name | |
---|---|
ATBLCharacter(const FObjectInitializer & ObjectInitializer =FObjectInitializer::Get()) | |
void | AddConstructableActor(AInventoryItem * CarryableItem, AActor * NewActor) |
void | BroadcastCharacterEmote(uint8 EmoteRowNum, [[EAudioPersonalityType::Type]] PersonalityType, uint8 EmotePlayingSeqNum, uint8 EmoteRandomSeed, uint8 bIsOverrideEmote, uint8 EmoteType) |
void | BroadcastChickenEmote() |
void | BroadcastCinematicAllowControl() |
void | BroadcastCinematicRestrictControl() |
void | BroadcastClashEvent(ATBLCharacter * Target, FClashEventReplicated ClashEventReplicated) |
void | BroadcastDetachFromController() |
void | BroadcastHitWorld(const FHitWorldParams & Params) |
void | BroadcastLoseHelmet() |
void | BroadcastOnHealedByLocalPlayer() |
void | BroadcastParryEvent(AActor * Target, FParryEventReplicated ParryEventReplicated) |
bool | CanClash() const |
bool | CanFullSprint() const |
bool | CanSprintAttack() const |
bool | CanSprintCharge() const |
bool | CanSprintShove() const |
void | CarryableAnimationEvent(FName EventName) |
void | CarryableCharacterEvent(FName EventName, ATBLCharacter * ParentCharacter) |
void | ClearTutorialPlayerControl() |
void | ClientApplyCondition([[EConditionType]] Condition) |
void | ClientDrawDebugArrow(FVector LineStart, FVector LineEnd, FColor Clr, bool bPersistentLines, float Lifetime, float Thickness) |
void | ClientDrawDebugBox(FVector Center, FVector Box, FTransform Transform, FColor Color, bool bPersistentLines, float Lifetime) |
void | ClientDrawDebugCapsule(FVector Center, float HalfHeight, float Radius, FColor Color) |
void | ClientDrawDebugLine(FVector LineStart, FVector LineEnd, FColor Clr, bool bPersistentLines, float Lifetime, float Thickness) |
void | ClientDrawDebugPoint(FVector Location, float Size, FColor Clr, bool bPersistentLines, float Lifetime) |
void | ClientDrawDebugPose(ATBLCharacter * Character, FColor Clr) |
void | ClientDrawDebugSphere(FVector Center, float Radius, int32 Segments, FColor Clr, bool bPersistentLines) |
void | ClientDrawDebugString(FVector Location, const FString & Text, FColor Clr, float Duration, float FontScale) |
void | ClientReliableNotifySuicide([[EKillReason]] KillReason) |
void | ClientSetCustomizationSwatches(const TArray< FSwatchSelection > & Swatches) |
void | ClientSuicideReceived(FDamageTakenEventCompressed DamageEventCompressed) |
void | ClientTeleportTo(FVector vecTargetPos, FRotator vecTargetRot) |
void | ConditionAppliedByActor([[EConditionType]] ConditionApplied, AActor * ConditionCauser) |
void | ConsumeInputAction(FName ActionName, TEnumAsByte< EInputEvent > InputType) |
void | DamageWithHitParams(float Damage, [[FHitResult]] HitResult, FVector HitDirection, bool bLoseLimbCheat) |
void | DebugDrawCamera(float DeltaTime) |
void | DebugDrawParryBox(float DeltaTime) |
void | DebugDrawShield(ATBLPlayerController * DebugController) |
void | DoKeyAxis(FName ActionName, float AxisValue) |
void | DoKeyEvent(FName ActionName, TEnumAsByte< EInputEvent > KeyEvent) |
bool | DoesCountTowardKillsAndKnockdowns() const |
TArray< AActor * > | GetAIObjectiveActors() const |
FString | GetAIObjectiveDebugString() |
void | GetActionEvent(UAkAudioEvent & StartEvent, UAkAudioEvent & StopEvent) |
AActor * | GetActorWhoAppliedCondition([[EConditionType]] ConditionApplied) |
float | GetAnimationPercent() const |
float | GetAutoVODistanceSqrdByType(TEnumAsByte< [[EAudioAutoVOType::Type]] > Type) |
void | GetBattlecryActionEvent(UAkAudioEvent & StartEvent, UAkAudioEvent & StopEvent) |
TSubclassOf< AInventoryItem > | GetBlockingInventoryItem(ATBLCharacter * AttackingCharacter) const |
FVector | GetCameraSocketLocation() const |
FVector | GetCenterPlayArea() const |
TEnumAsByte< [[EAudioClassType::Type]] > | GetCharacterAudioType() const |
[[ECharacterClass]] | GetCharacterClassArchetype([[ECharacterClass]] Type) |
FString | GetCharacterClassAudioSwitch(TEnumAsByte< [[EAudioClassType::Type]] > ClassType, [[EFaction]] Faction) |
[[ECharacterClassType]] | GetCharacterClassType([[ECharacterClass]] Type) |
UCombatStateComponent * | GetCombatStateComponent() const |
TArray< AInventoryItem * > | GetCurrentAttackingWeapons() const |
USkeletalMeshComponent * | GetCurrentMesh() const |
float | GetDeathTime() |
TArray< AInventoryItem * > | GetEquippedInventoryItems() const |
AInventoryItem * | GetEquippedItemByHand([[EEquippedHand]] Hand) const |
AInventoryItem * | GetEquippedWeapon() const |
FVector | GetFacingDirection() const |
UInteractableComponent * | GetFocusedInteractable() |
UInventory * | GetInventory() const |
AController * | GetLastController() |
virtual void | [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override |
float | GetNeedsHealingThreshold() |
TArray< UParryComponent * > | GetParryComponents() |
[[ECharacterClass]] | GetPawnClassArchetype() const |
[[ECharacterClass]] | GetPawnClassType() const |
USkeletalMeshComponent * | GetPawnMesh(bool WantFirstPerson) const |
TEnumAsByte< [[EAudioPersonalityType::Type]] > | GetPersonalityType() const |
USpecialItemAbility * | GetSpecialItemAbility() |
FThirdPersonCameraParams | GetThirdPersonCameraParams() |
void | HandleOnCustomizationJobsEmptied() |
bool | HasCondition([[EConditionType]] Condition) const |
void | HideCharacterAndEquipment(bool bHide) |
void | HitClash([[FHitResult]] & Hit, ATBLCharacter * OtherCharacter) |
void | HitWorld(const [[FHitResult]] & Hit) |
void | HitWorldWithStats([[FHitResult]] Hit, bool bParried) |
void | InitiateAbilityByName(FName AbilityName) |
void | InterruptUse(FName NextCombatState) |
bool | IsArrowCameraEnabled() const |
bool | IsBlocking(ATBLCharacter * AttackingCharacter) const |
bool | IsCharacterClassArchetype([[ECharacterClass]] Type) |
bool | IsCharacterPaused() const |
bool | IsCinematicRestrictedControl() |
bool | IsFacingTarget(const [[FHitResult]] & Hit, const FFacingTargetParams & Params) |
bool | IsFollowAnimationEnabled() const |
bool | IsHoldingAltAttack(float Tolerance) |
bool | IsInParryView(UParryComponent * ParryComp, const FTransform & BoxTransform, const FVector & BoxExtents, float IgnoreParryDepth) const |
bool | IsInRagdoll() const |
bool | IsInitialAutorun() const |
bool | IsInterpingToMountLocation() const |
bool | IsLocalPlayer() |
bool | IsPawnSubclass() const |
bool | IsSpawnFadeOutEnabled() const |
bool | IsSpecialPawnClass() const |
bool | IsSprinting() |
void | Kill([[EKillReason]] KillReason, bool bSwitchedTeamsInLoadoutVolume, AActor * Killer) |
void | KillWithHitParams([[EKillReason]] KillReason, bool bSwitchedTeamsInLoadoutVolume, [[FHitResult]] HitResult, FVector HitDirection, AActor * Killer) |
void | LoserEnterPostGameState() |
void | NetMulticastFastSharedReplication(const FFastSharedProperties_TBLCharacter & Properties) |
void | OnAttachedRagdollActorDestroyed(AActor * DestroyedActor) |
void | OnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * CombatState) |
void | OnCombatStateEnd(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * CombatState) |
void | OnCustomized() |
void | OnInitializeAltWeightsState() |
void | OnMeleeHitSuccess(AActor * HitActor) |
void | OnRep_AttachToProjectile(AInventoryItem * Projectile) |
void | OnRep_BeingRevivedBy() |
void | OnRep_InventorySlots() |
void | OnRep_LockMeshRotation() |
void | OnRep_ShouldCharacterBeHidden() |
void | OnRep_SpawnedAtSpawnComp() |
void | OnRep_SpecialItemCharge() |
void | PauseCharacter(bool bPaused) |
void | PlayAutoVO(TEnumAsByte< [[EAudioAutoVOType::Type]] > AutoVoType) |
void | PlayAutoVOFromServer(TEnumAsByte< [[EAudioAutoVOType::Type]] > AutoVoType, bool SkipLocalPlayer) |
void | PlayCharacterActionEvent(const FSoundSwitchEntry SoundSwitch, bool IsLocalPlayerInvolved) const |
void | PlayChickenEmote() |
bool | PlayEmote(FPersonalityEmoteTableRow Emote, [[ERadialVOMenuPage]] Page) |
void | PlayEmoteFromServer(FName EmoteName) |
void | PlayHighPriorityCharacterActionEvent(const FSoundSwitchEntry SoundSwitch) |
void | PlayLowPriorityCharacterActionEvent(const FSoundSwitchEntry SoundSwitch) const |
void | PushRespawnState() |
void | RemoveEmoteFromQueue(int32 EmoteId) |
void | Revive(ATBLCharacter * DownedCharacter) |
void | ServerEnterPostGameState() |
void | ServerHandleOnCustomizationJobsEmptied() |
void | ServerHitWorld(const FHitWorldParams & Params, float ClientTimeStamp) |
void | ServerPlayChickenEmote() |
void | ServerPlayEmote(uint8 EmoteRowNum, [[EAudioPersonalityType::Type]] PersonalityType, uint8 EmotePlayingSeqNum, uint8 bIsOverrideEmote, uint8 EmoteType) |
void | SetCinematicRestrictedControl(bool bRestricted) |
void | SetDeathAnimationParameters(const FDamageTakenEvent & Event) |
void | SetFirstPersonDeathCamera() |
void | SetIgnoreAI(bool bNewIgnoreAI) |
void | SetIsInitialAutorun() |
void | SetPlayerDrunk(bool IsDrunk) |
void | SetRagdollPhysics() |
void | SetSpectatingPawn(ATBLSpectatorPawn * NewSpectatingPawn) |
void | SetThirdPersonDeathCamera() |
void | SetupAI() |
bool | ShouldAttackBeCountered(ATBLCharacter * AttackingCharacter, AInventoryItem * AttackingItem, AInventoryItem * DefenderItem) const |
bool | ShouldBlockCharacter(ATBLCharacter * AttackingCharacter, ATBLCharacter * HitCharacter, FActionContext & Context) const |
bool | ShouldClash(ATBLCharacter * InitiatorCharacter, ATBLCharacter * TargetCharacter, FVector ClashLocation) const |
bool | ShouldIgnoreAI() const |
void | StartRevive(ATBLCharacter * DownedCharacter) |
void | StopCharacterActionEvent() |
void | StopHighPriorityCharacterActionEvent() |
void | StopLowPriorityCharacterActionEvent() |
void | StopRevive(ATBLCharacter * DownedCharacter) |
void | Suicide([[EKillReason]] KillReason) |
void | SwitchAttachedItemMesh(USkeletalMeshComponent * ParentMesh) |
void | TutorialPlayerControl(FTutorialPlayerControlParams Params) |
void | UnfreezeRagdoll() |
void | UpdateLockMeshRotation() |
void | UpdateRagdoll(float DeltaSeconds) |
void | UpdateSpecialItemAbility(AInventoryItem * SpecialItem) |
void | UpdateThirdPersonCamera(float DeltaSeconds, bool bSpectator) |
void | WasHitAfterDeath([[FHitResult]] & Hit, ATBLCharacter * OtherCharacter) |
void | WasHitEarly(const [[FHitResult]] & Hit, ATBLCharacter * AttackingCharacter) |
Protected Functions¶
Name | |
---|---|
void | AddConstructableActorToArray(AActor * NewActor) |
void | BroadcastAbleToHealIfChanged() |
void | BroadcastHitWorldWithStats(const FHitWorldParams & Params) |
void | BroadcastPauseCharacter(bool bPaused) |
void | BroadcastWasHitEarly(const FEarlyHitResult & EarlyHit) |
bool | CanRevive(APawn * Pawn) |
void | CheckTeamCollision(AActor * OtherActor, UPrimitiveComponent * OtherComp) |
void | DeathAnimationOverlap() |
void | FellOutOfWorldTimer() |
void | OnApplyCondition(AActor * Actor, [[EConditionType]] Condition) |
void | OnCausedDamage(const FDamageTakenEvent & DamageEvent) |
void | OnComponentHit(UPrimitiveComponent * HitComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const [[FHitResult]] & Hit) |
void | OnComponentOverlap(UPrimitiveComponent * OverlappedComponent, AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & OverlapInfo) |
void | OnConstructableActorDestroyed(AActor * DestroyedActor) |
void | OnConstructableActorKilled(const FDeathDamageTakenEvent & Event) |
void | OnDamageTaken(const FDamageTakenEvent & DamageEvent) |
void | OnEquippedItemsChanged() |
void | OnInteractableUsePawnChanged(APawn * Pawn) |
void | OnKilled(const FDeathDamageTakenEvent & DamageEvent) |
void | OnProjectileStopAfterDeath(const [[FHitResult]] & ImpactResult) |
void | OnRep_CinematicRestrictedControl() |
void | OnRep_RandomSeed(int32 PreviousRandomInt) |
void | OnTeamChanged(ATBLTeam * OwnerTeam) |
void | ProcessTurnAndLookInput(const TEnumAsByte< [[EAxis::Type]] > Axis, const float Value) |
void | ProcessTurnAndLookInputRate(const TEnumAsByte< [[EAxis::Type]] > Axis, const float Rate) |
void | RemoveConstructableActor(AActor * DestroyedActor) |
void | ServerDismountPressed() |
void | ServerSetFireSource(UFireSourceComponent * NewFireSource) |
void | ServerUse(UInteractableComponent * Interactable, bool bIsAutoPickup) |
void | ServerUseHeldComplete(UInteractableComponent * Interactable) |
void | ServerUseHeldRelease(UInteractableComponent * Interactable) |
void | ServerUseHeldStart(UInteractableComponent * Interactable) |
void | ServerUseTornOffItem(TSubclassOf< AInventoryItem > ItemClass, FName TornOffName) |
void | UpdateAttachedSmoothing(float DeltaSeconds) |
void | UpdateBlending(float DeltaSeconds) |
void | UpdateParryAim(float DeltaSeconds) |
void | UpdatePlayingVO(float DeltaSeconds) |
Public Attributes¶
Name | |
---|---|
UAbilitiesComponent * | Abilities |
TMap< ATBLCharacter *, FArmHitInfo > | ArmHits |
FAttachRagdollBlendParams | AttachRagdollBlendParams |
TArray< AInventoryItem * > | AttachedItems |
FAttachedRagdoll | AttachedRagdoll |
float | AttackFromBehindAngle |
TEnumAsByte< [[EAudioClassType::Type]] > | AudioClassType |
TArray< UDamageSource * > | AutoVONegativeDamageSources |
TMap< TEnumAsByte< [[EAudioAutoVOType::Type]] >, float > | AutoVOProbabilty |
float | BaseLookUpRate |
float | BaseTurnRate |
UCameraComponent * | Camera1P |
FCamera1PBlendParams | Camera1PBlendParams |
FName | Camera1PSocket |
UCameraComponent * | Camera3P |
FName | Camera3PSocket |
FVector | CameraOffset1P |
TArray< TSubclassOf< ATBLCharacter > > | CharacterSubclasses |
UProgressionSpec * | ClassProgressionSpec |
TArray< FName > | ClientTracerHitBones |
TArray< TWeakObjectPtr< UPrimitiveComponent > > | ClientTracerHitComponents |
int32 | ClientTracerHitCount |
UCombatStateComponent * | CombatStateComponent |
UCombatStateQueue * | CombatStateQueue |
TSubclassOf< UCombatStateSet > | CombatStateSet |
UCombatStateSynchronization * | CombatStateSynchronization |
UConditionsComponent * | ConditionsComponent |
FThirdPersonCameraParams | CurrentCameraParams |
UCustomizationComponent * | CustomizationComponent |
FCustomizationContext | CustomizationContext |
uint8 | DeadCharacterId |
FName | DeathAnimationMontageName |
FName | DeathAnimationSectionName1p |
FName | DeathAnimationSectionName3p |
AInventoryItem * | DebugDroppedItem |
AInventoryItem * | DebugFakeClientProjectile |
FDebugMovementReplication | DebugMovementReplication |
AInventoryItem * | DebugProjectile |
USkeletalMesh * | DefaultMesh1P |
FCharacterDisplayInfo | DisplayInfo |
TSubclassOf< AInventoryItem > | EquippedCarryableOnSpawn |
float | FirstPossessedTimeSeconds |
UFollowMasterSkeletalMeshComponent * | FollowMeshComponent |
int32 | GamepadUsePressedCount |
float | GamepadUsePressedStartTime |
FRotator | GoreHeadRotationOffset |
TArray< AActor * > | HeadShotActors |
UHeadlookComponent * | HeadlookComponent |
TArray< TSubclassOf< AInventoryItem > > | HealingItemTypes |
TArray< TSubclassOf< AInventoryItem > > | HealingSpecialItemTypes |
TArray< FHitActorWithItemInfo > | HitActorWithWeaponInfos |
FHorseLookAtParams | HorseLookAtParams |
FHorseLookAtParams | HorseOrientCameraOnBumpParams |
UInteractableComponent * | InteractableComponent |
AHorse * | KnockdownOffHorse |
TWeakObjectPtr< ATBLCharacter > | LastCharacterHitBy |
AInventoryItem * | LastFiredProjectile |
FParryEventState | LastParryEvent |
FBasedMovementInfo | LastReplicatedBasedMovement |
TWeakObjectPtr< AInventoryItem > | LastWeaponHitBy |
TSubclassOf< ULoadoutSelection > | LoadoutSelection |
FLockMeshBlendOutParams | LockMeshBlendInParams |
FLockMeshBlendOutParams | LockMeshBlendOutParams |
USkeletalMeshComponent * | Mesh1P |
FVector | Mesh1PLocation |
FRotator | Mesh1PRotation |
FBlendParams | MountControlBlendParams |
float | MountOrDismountCameraInterpSpeed |
FMountRootBlendParams | MountRootBlendParams |
UMovementDebugger * | MovementDebugger |
UMovementModifierComponent * | MovementModifiers |
float | ObjectHighlightMaxDistance |
FOnAbleToHealChanged | OnAbleToHealChanged |
FOnAnimationSetChanged | OnAnimationSetChanged |
FOnBeingRevivedByChangedSignature | OnBeingRevivedByChangedDelegate |
FOnCameraChanged | OnCameraChanged |
FOnCarryableAnimationEvent | OnCarryableAnimationEvent |
FOnCarryableCharacterEvent | OnCarryableCharacterEvent |
FCinematicAllowedControl | OnCinematicAllowedControl |
FCinematicRestrictedControl | OnCinematicRestrictedControl |
FOnClash | OnClash |
FOnClientNotifyKilled | OnClientNotifyKilled |
FOnClientNotifySuicide | OnClientNotifySuicide |
FOnDamageEvent | OnDamage |
FOnDamageEvent | OnDamageCaused |
FOnDismount | OnDismount |
FOnDismountPressed | OnDismountPressed |
FOnFallDamageEvent | OnFallDamage |
FOnFreezeRagdollPhysics | OnFreezeRagdollPhysics |
FOnHealedByLocalPlayer | OnHealedByLocalPlayer |
FOnHitWorld | OnHitWorld |
FOnInteractableFocused | OnInteractableFocused |
FOnInteractableLostFocus | OnInteractableLostFocus |
FInventoryItemEquipped | OnInventoryItemEquipped |
FInventoryItemEquipped | OnInventoryItemToBeEquipped |
FInventoryItemEquipped | OnInventoryItemUnequipped |
FOnMeleeSuccess | OnMeleeSuccess |
FOnMount | OnMount |
FOnParryEvent | OnParrySuccess |
FOnPlayEmote | OnPlayEmote |
FOnPlayerMeshChanged | OnPlayerMeshChanged |
FOnRepCharacterPlayerState | OnPlayerStateReplicated |
FOnPossessedSignature | OnPossessed |
FOnProjectileBeginPlay | OnProjectileBeginPlay |
FOnRootMotionChanged | OnRootMotionChanged |
FOnSetFirstPersonDeathCamera | OnSetFirstPersonDeathCamera |
FOnSetRagdollPhysics | OnSetRagdollPhysics |
FOnSetThirdPersonDeathCamera | OnSetThirdPersonDeathCamera |
FOnShowInGameMenuDelegate | OnShowInGameMenu |
FOnSpecialItemAbilitySet | OnSpecialAbilitySet |
FOnStaminaCostFailed | OnStaminaCostFailed |
FOnStartHeal | OnStartHeal |
FOnStatsComponentFocused | OnStatsComponentFocused |
FOnStatsComponentLostFocus | OnStatsComponentLostFocused |
FOnUnderCrosshairChanged | OnUnderCrosshairChanged |
FOnFreezeRagdollPhysics | OnUnfreezeRagdollPhysics |
FOnInteractableFocused | OnUseableActorInteractableFocused |
FOnInteractableFocused | OnUseableActorInteractableLostFocused |
FOnWasHitEarly | OnWasHitEarly |
FOnParryEvent | OnWasParried |
FName | OnlineXpStatName |
TSubclassOf< ULoadoutSelection > | OverrideLoadoutSelection |
TMap< FSoftObjectPath, uint32 > | ParticleSystemsToPrepopulate |
[[ECharacterClass]] | PawnClassType |
UPerksComponent * | PerksComponent |
FPlayInventoryAnimation | PlayInventoryAnimation |
FReplicationPredictionState | PredictionState |
UPushingComponent * | PushingComponent |
int32 | RandomSeed |
uint8 | ReplicatedServerFrame |
USkeletalMesh * | SKMesh3P |
FSetOnHorse | SetOnHorse |
USceneComponent * | SpawnedAtSpawnComp |
ASpawner * | SpawnedAtSpawner |
int32 | SpawnerPosition |
USpecialItemAbility * | SpecialItemAbility |
ATBLSpectatorPawn * | SpectatingPawn |
UStatsComponent * | Stats |
FThirdPersonCameraParams | ThirdPersonCameraParams |
FTutorialLocationBlendParams | TutorialLocationBlendParams |
FTutorialLookAtParams | TutorialLookAtParams |
TArray< UDamageSource * > | VOFriendlyDamageSources |
TWeakObjectPtr< AInventoryItem > | WeaponAppliedBleed |
uint8 | bCustomizationMenuComponentsSpawned |
bool | bDebugIgnoreAI |
bool | bHasAltAttack |
bool | bHasAttackedSuccessfully |
bool | bHelmetKnockedOff |
bool | bIsCinematicsRelevant |
uint8 | bIsForCustomizationMenu |
bool | bLastAbleToHealCheck |
bool | bPlayerNeedsHealing |
bool | bPreventForwardSpawn |
bool | bShouldCrouchOverrideRecoveryAnimation |
bool | bShouldPlayDeathAnimation |
uint8 | bSpawnedGoreHead |
Protected Attributes¶
Name | |
---|---|
TArray< TEnumAsByte< [[EAudioAutoVOType::Type]] > > | AliveFriendlyAudoVO |
FAttachedSmoothing | AttachedSmoothing |
UAkComponent * | AudioComponent |
UBehaviorTree * | AutoPossessAIBehaviorTree |
[[EFaction]] | AutoPossessAIFaction |
TMap< TEnumAsByte< [[EAudioAutoVOType::Type]] >, float > | AutoVODistanceByType |
float | BattleCryVOCooldown |
ATBLPlayerState * | BeingRevivedBy |
UInteractableComponent * | CachedInteractableUseHeldComponent |
TArray< UParryComponent * > | CachedParryComponents |
FTransform | Camera3PRotation |
TWeakObjectPtr< UTeamCapturePointComponent > | CapturePoint |
UFireSourceComponent * | ClosestFireSource |
UInteractableComponent * | ClosestInteractable |
UStatsComponent * | ClosestStatsComponent |
TMap< uint8, TWeakObjectPtr< AActor > > | ConditionsAppliedByActor |
TArray< AActor * > | ConstructableActors |
TEnumAsByte< [[EAudioAutoVOType::Type]] > | CurrentAutoVo |
float | DeathAnimationLength |
float | DeathAnimationToRagdollImpulse |
TArray< TEnumAsByte< [[EAudioAutoVOType::Type]] > > | DeathFriendlyAudoVO |
float | DeathTime |
float | FellOutOfWorldKillTime |
float | GamepadDismountPressedStartTime |
FInteractableSettings | InteractableSettings |
UInventory * | Inventory |
AController * | LastController |
ATBLPlayerController * | LastPlayerController |
ATBLPlayerState * | LastPlayerState |
UCurveFloat * | LipSyncVOCurve |
float | NeedsHealingThreshold |
int32 | NumberOfAllowedVOsWithinExpiry |
TArray< float > | PausedActorLifespans |
TArray< AActor * > | PausedActors |
TArray< UActorComponent * > | PausedComponents |
TArray< UPrimitiveComponent * > | PausedPhysics |
TArray< FTimerHandle > | PausedTimerHandles |
bool | PreviousIsPlayingRootMotion |
ATBLTeam * | PreviousTeam |
float | RagdollStartTime |
TMap< uint64, FLastSightCheckInfo > | SightCacheMap |
float | TimeToVOExpiry |
UInteractableComponent * | UseableActorInteractable |
float | VOCooldown |
float | VOQueueEmoteWindow |
FVOTracker | VOTracker |
float | WaitForAttachToProjectileTime |
bool | bAutoPossessAIStartCinematicRestricted |
bool | bCanSuicide |
bool | bCountTowardsKillsAndKnockdowns |
bool | bDidPushRespawnState |
bool | bHasRandomSeed |
bool | bIsCharacterPaused |
uint8 | bIsDying |
bool | bIsInitialAutorun |
bool | bNeverPerceiveCharacter |
bool | bPreventSuicide |
bool | bRagdollCustomTick |
bool | bRagdollTriggered |
bool | bRemovableBot |
bool | bSuicideTried |
bool | bTapOutHeld |
Updated on 2025-01-21 at 09:02:23 +0100