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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