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ATBLPlayerController

#include <TBLPlayerController.h>

Inherits from APlayerController, IGameplayTaskOwnerInterface, ITBLPlayerControllerInterface, IReplicatedSubobjectInterface

Inherited by ATBLPlayerControllerCinematic

Public Functions

Name
ATBLPlayerController()
void AddAllViewedItems(TEnumAsByte< [[EAudioClassType::Type]] > CharacterType, [[EFaction]] Faction, FName AssetsTypeName)
void AddFriendById(const FString & UniqueId)
void AddOnPossessedAutoVo(FOnPossessedAutoVo OnPossessedAutoVo)
void AddUncheckedLevelUpResult(const FPrimaryAssetId & NewLevelUpItem)
void AddViewedItem(const FPrimaryAssetId & ItemId)
void Admin(const FString & Cmd)
void AdminSay(FString & Msg)
void AnalyticsQuery(const FString & Map, const FString & BuildId)
bool AreCompoundActionKeysDown(FName CompoundAction)
void AttachCameraToBone(FName BoneName, bool bUseBoneRotation)
void AttachCameraToHorse(FName BoneName, bool bUseBoneRotation)
void AttachCameraToProjectile(bool bUseProjectileRotation)
void AttachCameraToWeapon(FName WeaponName, bool bUseWeaponRotation)
void AutoInputRecord()
void BroadcastDebugMessage(const FString & Message, FColor TextColor, float Duration, bool bToAll, bool bTeamOnly)
void BugAnimation()
bool CanPlayerCallKickVote(APlayerState * KickTarget)
FOwnershipResponse CanUseCharacter(const TSubclassOf< ATBLCharacter > & CharacterSubclass)
FOwnershipResponse CanUseLoadout(const TSubclassOf< ULoadoutSelection > & LoadoutSelection)
FOwnershipResponse CanUseLoadoutItem(const TSubclassOf< ULoadoutSelection > & LoadoutSelection, const TSubclassOf< AInventoryItem > & Item)
void ChatMutePlayer(APlayerState * Muted)
void ChatUnmutePlayer(APlayerState * Unmuted)
bool CheckPersonalityOwnership(TEnumAsByte< [[EAudioPersonalityType::Type]] > InPersonality, TEnumAsByte< [[EAudioClassType::Type]] > CharacterType, [[EFaction]] InFaction)
void CinematicSpectatorCamera()
void ClearFlavorStats()
void ClearLoadedSoundBanks()
void ClearMovementMetrics()
void ClearPlayerHasAcceptedNDA()
void ClearSeenGameUpdates()
void ClientAckDoneTravelling()
void ClientAcknowledgeTeamRequest(bool bSuccess, [[EFaction]] Faction)
void ClientCausedFallDeath(const FDeathDamageTakenEvent FallDamage)
void ClientClearPostMatchInfo()
void ClientConfirmExit()
void ClientDrawDebugTracerBox(FVector Center, FVector Extent, FQuat Rotation, FColor Color)
void ClientDrawDebugTracerSphere(FVector Center, float Radius, int32 Segments, FColor Color)
void ClientEndOnlineGame()
void ClientFadeIn(const float PlaybackSpeed)
void ClientFadeOut(const float PlaybackSpeed)
void ClientGoingToSpawnAtSpawner(ASpawner * InSpawner)
void ClientHandleGlobalGameNotification([[EGlobalGameNotificationCategory]] Category, const [[FText]] & Title, const [[FText]] & Body, FName Subcategory, UObject * Data)
void ClientKicked(const [[FText]] & KickReason)
void ClientNotifyForwardSpawnAwaitingCombatTimer(AForwardSpawnWave * ForwardWave)
void ClientNotifyPendingSpawn(ASpawner * PendingSpawner, float ServerSpawnTimeSeconds)
void ClientNotifyWaveJoinResponse(ASpawnWave * Wave, bool bJoinedWaveSuccess)
void ClientOnBlockedAttack(const [[EDefenderBlockedPolicy]] BlockPolicy, ATBLCharacter * AttackingCharacter, const bool bWasProjectile)
void ClientOnCounteredAttack(const [[EDefenderBlockedPolicy]] BlockPolicy, ATBLCharacter * AttackingCharacter)
void ClientOnPlayerRevived(APawn * RevivingPawn)
void ClientOnRevivedOtherPlayer(APawn * RevivedPawn)
void ClientPlayEmote(FName EmoteName)
void ClientPostAKSoundAtLocation(FVector_NetQuantize Location, UAkAudioEvent * Sound)
void ClientPostAKSoundOnActor(AActor * SoundActor, UAkAudioEvent * Sound)
void ClientPostAKSoundsOnActor(AActor * SoundActor, const TArray< UAkAudioEvent * > & Sounds)
void ClientPostAkSound(UAkAudioEvent * Sound)
void ClientPostGameMigrateToNewMatchmakingServer(const FString & ConnectString)
void ClientPostGameStartMatchmaking(bool bAlways)
void ClientPrintCustomizationItems(const TArray< FPrimaryAssetId > & Items)
void ClientPushCmd(const FString & Cmd)
void ClientReceiveChat(ATBLPlayerState * SenderPlayerState, const FString & S, [[EChatType::Type]] Type, bool IsSenderDev, FColor OverrideColor)
void ClientReceiveDeathRecap(FDeathRecap DeathRecap)
void ClientReceiveDecapHead(AInventoryItem * InDecapHead)
void ClientReceiveGameModeMessage(const FGameModeMessage & GameModeMessage)
void ClientReceiveGameModeMessages(const TArray< FGameModeMessage > & GameModeMessages)
void ClientReceiveLocalizedChat(const [[FText]] & FormatText, [[EChatType::Type]] Type)
void ClientReceiveLocalizedObjectiveMessage(const FObjectiveMessage & ObjectiveMessage)
void ClientReceiveObjectiveContextMessage(const FObjectiveContextMessage ObjectiveContextMessage)
void ClientReceivedAutoBalanceNotification([[EFaction]] NewFaction)
void ClientRequestPostMatchInfo()
void ClientSetSpectatorLocation(FVector InLocation, FRotator InRotation)
void ClientSetVisibilityOfAllObjectiveZones(bool IsVisible)
void ClientShowHudMarkerPointEvent(FName HudMarkerTag, float TicketsModified, int32 TeamIndex)
void ClientShowLoadoutScreen()
void ClientShowTeamSelectScreen()
void ClientSpawnerStartAllowingControl(ASpawner * InSpawner, ATBLCharacter * Char)
void ClientStartOnlineGame()
void ClientSwitchToSpectator()
void ClientUpdateVoiceStateForPlayer(ATBLPlayerState * NewPlayer)
void CloseMovementDebugger()
void ClosePropertyDebugger()
void CreateInputReplayComponent()
void DebugSetPartySetting(const FString & Key, const FString & Value)
void DestroyInputReplayComponent()
void DevMode(bool bActivate)
void DisableCameraOffset()
void DumpFriendList()
void DumpMovementMetrics()
void DumpOwnership()
void DumpStatsExec(int32 Threshold)
void EchoPlayFabId()
void ForceImmediateRespawn()
void ForceSelfAutobalance()
void GenerateStoreJSON()
UTBLScreenManager * GetActiveScreenManager()
TArray< TSubclassOf< ATBLCharacter > > GetAllowedCharacterClasses()
TSubclassOf< ULoadoutSelection > GetAllowedLoadoutSelection(TSubclassOf< ATBLCharacter > RequestedSubclass)
UAkComponent * GetAudioComponent()
UCampaignList * GetCampaignList() const
UTBLCampaignsCachedData * GetCampaignsCachedData()
void GetCatalogExec(bool LevelAccessible, int32 LevelsAbove)
FPrimaryAssetId GetEquippedCustomizationWeaponAsset([[EWeaponTag]] WeaponTag, [[EFaction]] Faction, TEnumAsByte< [[EAudioClassType::Type]] > CharacterType)
void GetInputAnalogStickStateRaw(TEnumAsByte< [[EControllerAnalogStick::Type]] > WhichStick, float & StickX, float & StickY) const
bool GetIsProfileDataLoaded()
int32 GetLevel([[EOnlineStat]] Stat)
int32 GetLevelExec(const FString & Stat)
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
ASpawnWave * GetNextSpawnWave()
int32 GetOnlineCommodity(const FString & Key)
TArray< FCustomizationEntry > GetOwnerCustomizationItems(TEnumAsByte< [[EAudioClassType::Type]] > CharacterType, [[EFaction]] Faction, FName AssetsTypeName, bool bPresetCompatible, bool bSort)
TArray< FCustomizationEntry > GetOwnerCustomizationWeaponItems([[EWeaponTag]] WeaponTag, [[EFaction]] Faction)
FOwnershipResponse GetOwnership(const FPrimaryAssetId & AssetIdToCheck, bool BaseOnly)
UQuestPool * GetQuestPool()
UTBLQuestsCachedData * GetQuestsCachedData()
TSubclassOf< AInventoryItem > GetRandomUnlockedLoadoutItemForSlot(ULoadoutSelection * LoadoutSelection, [[EInventoryItemSlot]] Slot)
bool GetRespawnTime(float & TimeRemaining)
TSubclassOf< ATBLCharacter > GetSavedCharacterSubclass(TSubclassOf< ATBLCharacter > ParentClass)
void GetSavedLoadout(TSubclassOf< ATBLCharacter > RequestedSubclass, FLoadout & Loadout)
FTransform GetSpectatorPawnSpawnTransform()
int32 GetStat([[EOnlineStat]] Stat)
int32 GetStatExec(const FString & StatName)
float GetStatFloat(const FString & StatName)
float GetStatFloatExec(const FString & StatName)
UTBLPlayerInput * GetTBLPlayerInput()
float GetTeamDamage()
float GetTimeUntilRespawn()
void GetTimesKilledKilledByPlayer(ATBLPlayerState * OtherPlayer, int32 & OutTimesKilled, int32 & OutTimesKilledBy)
float GetToggleCameraGamepadInputHoldTimeThreshold() const
int32 GetTotalTimesKilled()
TArray< FPrimaryAssetId > GetUnlockedItemsBySubclass(const TSubclassOf< ATBLCharacter > & CharacterSubclass)
TMap< FPrimaryAssetId, bool > GetUnlocksAtLevel(int32 Level, [[EOnlineStat]] Stat)
void GiveWeapon(FName WeaponName)
void GrantCurrencyExec(const FString & Currency, int32 Amount)
void GrantFlavorEntitlementExec(const FString & Entitlement)
void InputPlay(FName ReplayName)
void InputRec(FName ReplayName)
void InputStop()
bool IsActionKeyDown(FName ActionName)
FPrimaryAssetId IsCharacterRecentlyUnlocked(const TSubclassOf< ATBLCharacter > & CharacterSubclass)
bool IsGhostCameraMode() const
bool IsHeadlessClient()
bool IsLoadoutEqualToSavedLoadout(TSubclassOf< ATBLCharacter > RequestedSubclass, FLoadout Loadout)
FPrimaryAssetId IsLoadoutItemRecentlyUnlocked(const TSubclassOf< ATBLCharacter > & CharacterSubclass, const TSubclassOf< AInventoryItem > & Item)
bool IsPlayerChatMuted(APlayerState * MutedPlayer)
void IsPlayerStateMuted(ATBLPlayerState * InPlayerState, bool & OutIsMuted)
bool IsPlayingCinematics()
bool IsStatsLoaded()
bool IsUsingGamepad()
bool IsVOBankLoaded(TEnumAsByte< [[EAudioPersonalityType::Type]] > PersonalityType)
bool IsViewedItem(const FPrimaryAssetId & ItemId)
bool IsViewportFocused()
void ListPlayers()
void ListViewedItems() const
void LoadBank(const FString & BankName)
void LoadVOASync(TEnumAsByte< [[EAudioPersonalityType::Type]] > PersonalityType)
void MovementDebugger()
void MovementDebuggerLoadFile(FName Filename)
void MuteClient(bool Enabled)
void NotifyCausedDamage(const FDamageTakenEvent & Event)
void NotifyEnteredLeftLoadoutVolume(UObject * LoadoutVolume, bool bInLoadoutVolume)
void OnAbilityInitiated(AAbilityInvocation * Invocation)
void [[OnEnumerateCloudFilesComplete]](const FPlatformInterfaceDelegateResult & Result)
void OnInputExitDeathCam()
void OnLoadoutScreenState(bool DidOpen)
void OnMatchMakingChanged(bool bIsMatchmaking)
void [[OnReadUserFileComplete]](const FPlatformInterfaceDelegateResult & Result)
void OnRep_CheatsEnabled()
void OnRep_bAutomaticallyChooseSpawnWave()
void PS4TouchpadPressed()
void PartySay(FString & Msg)
void PendingSpawnExpired(ASpawner * PendingSpawner)
void PlayCameraShake(FName CameraShakeName, bool bLoop)
void PlayDelayedCrossbowHapticsForPS5()
int32 PlayGlobalVOEmote(UCTBase * CTPersonality, FName EmoteName, [[EFaction]] Faction, TEnumAsByte< [[EAudioClassType::Type]] > Class, [[EVOType]] VoType)
void PlayerCallKickVote(APlayerState * KickTarget)
void PlayerIsBeingKicked()
void PlayerPostGameFeedback(int32 StarRating)
void PlayerSubmitVote(UVotingInstance * VotingInstance, FName Vote)
bool PlayerViewUnlockedLoadoutItem(const TSubclassOf< ATBLCharacter > & CharacterSubclass, const TSubclassOf< AInventoryItem > & Item)
bool PlayerViewedUnlockedSubclass(const TSubclassOf< ATBLCharacter > & CharacterSubclass)
void PrepareBank(const FString & BankName)
void PrepareEvent(const FString & EventName)
void PressedMenuButton()
void PrintCameraProperties()
void PrintCameraShakeProperties(FName CameraShakeName)
void PrintWeaponActionEvents()
void PropertyDebugger()
void PropertyDebuggerAdd(const FString & PropertyName)
void PurchaseItem(const FPrimaryAssetId & ItemId, const FString & Currency)
void PurchaseItemByString(const FString & ItemId, const FString & Currency)
void PurchaseItemExec(const FString & ItemId, const FString & Currency)
void PurchaseOffer(const FStoreOfferItem & Offer)
void ReadFriendList()
void RefreshRegionPingExec()
void ReleasedMenuButton()
void RemoveAllViewedItems()
void RemoveCurrencyExec(const FString & Currency, int32 Amount)
void RemoveFriendById(const FString & UniqueId)
void RemoveLoadingScreenPanel()
void RemoveViewedItem(const FPrimaryAssetId & ItemId)
void ReportPlayer(APlayerState * ReportedPlayer, const [[EPlayerReportCategory]] ReportCategory, const FString & ReportDescription)
void RequestJoinSpawnWave(ASpawnWave * Wave, bool bFromAutoSpawn)
void RequestLeaveSpawnWave(ASpawnWave * Wave)
void RequestRejectSpawnWave(ASpawnWave * Wave)
void RequestSwitchTeam([[EFaction]] RequestedFaction)
void ResetNativeAchievements()
void SaveAutoInputRecord()
void SaveCloudFilesIfDirty()
void SaveLoadout(TSubclassOf< ATBLCharacter > RequestedSubclass, TSubclassOf< ULoadoutSelection > LoadoutSelection, FLoadout RequestedLoadout)
void Say(FString & Msg)
void SayChatType(const FString & Msg, TEnumAsByte< [[EChatType::Type]] > ChatType, FColor OverrideColor)
void SendCancelPlayerMessageRequest(int32 MessageId)
void SendPromptPlayerMessageReply(int32 MessageId, bool Response)
void SendPromptPlayerMessageRequest([[FGameplayTag]] MessageTag, int32 & SentMessageId)
void ServerBPCheat(const FString & CheatAndParams)
void ServerBroadcast(const FString & Msg, [[EChatType::Type]] ChatType, FColor OverrideColor)
void ServerCheat(FName CheatCommand, FName Param)
void ServerCheatObj(FName CheatCommand, UObject * Param)
void ServerClearPS5MatchId()
void ServerCloseMovementDebugger()
void ServerClosePropertyDebugger()
void ServerCommendPlayer()
void ServerForceImmediateSpawn()
void ServerForceSelfAutobalance()
void ServerForgivePlayer()
void ServerJoinSpawnWave(ASpawnWave * Wave, bool bFromAutoSpawn)
void ServerLeaveSpawnWave(ASpawnWave * Wave)
void ServerMovementDebugger()
void ServerMovementDebuggerLoadFile(FName Filename)
void ServerNotifyDoneTravelling()
void ServerOnLoadoutScreenState(bool DidOpen)
void ServerPrintAllDefaultCustomizationItems()
void ServerPropertyDebugger()
void ServerRegisterAsHeadlessClient()
void ServerRejectSpawnWave(ASpawnWave * Wave)
void ServerReliableSetPlayingPrologue(bool bInPlayingPrologue)
void ServerReportPlayer(APlayerState * ReportedPlayer, const [[EPlayerReportCategory]] ReportCategory, const FString & ReportDescription)
void ServerRequestAnalyticsStart(const FString & DataName)
void ServerRequestAnalyticsStop()
void ServerRequestExit()
void ServerResetIdleTime()
void ServerResetPartyId()
void ServerSay(FString & Msg)
void ServerSendEquippedPersonality([[EAudioPersonalityType::Type]] PersonalityType)
void ServerSendOfflineAnalyticsEvent(FOfflineAnalyticsEvent LocalAnalyticsEvent)
void ServerSendPostMatchInfo(FClientPostMatchInfo PostMatchInfo, const TArray< FPerMinuteBucket > & PerMinuteBuckets)
void ServerSetHardwarePlatform([[EHardwarePlatform]] Platform)
void ServerSetPS5MatchId(const FString & NewPS5MatchId)
void ServerSetPartyId(const FString & PartyId)
void ServerSetPlatformOSSUniqueId(const [[FUniqueNetIdRepl]] & UniqueIdRepl)
void ServerSetPlayerCustomization(const TArray< FCustomizationMap > & PlayerCustomization, ATBLPlayerState * PS)
void ServerSetSpectatorCamera()
void ServerShowDebugCapture(bool bActive, FName Category)
void ServerSpawnGoreHead(ATBLPlayerState * InPlayerState, uint8 DeadCharacterId, const FVector_NetQuantize & Location, const FVector_NetQuantize & Rotation, const FVector_NetQuantize & Impulse)
void ServerSubmitPlayerPostGameFeedback(int32 StarRating)
void ServerSubmitVote(UVotingInstance * VotingInstance, FName Vote)
void ServerTBSActivateDevMode(bool bActivate)
void ServerToggleAutospawn(bool bEnabled, bool bLeaveCurrentWave)
void SetAllRegionPingExec(int32 Ping)
void SetAltAttackWithMovement(bool bEnable)
void SetAutoSprint(bool bEnable)
void SetCameraOffset(float X, float Y, float Z)
void SetCameraProperty(FName PropertyName, const FString & Value)
void SetCameraRotation(float Pitch, float Yaw, float Roll)
void SetCameraShakeProperty(FName CameraShakeName, FName PropertyName, const FString & Value)
void SetHudVisibility(bool bVisible)
void SetLastReadDeveloperMessageTime(FDateTime ReadDeveloperMessageTime)
void SetListenerEnabled(bool Enabled)
void SetLoadout(TSubclassOf< ATBLCharacter > RequestedSubclass, FLoadout RequestedLoadout)
void SetMinimumSpawnDelayOverride(float InMinimumSpawnDelayOverride)
void SetNewCustomizationForCurrentPawn(const TArray< FSwatchSelection > & Swatches)
void SetNewCustomizationForPawn(const TArray< FSwatchSelection > & Swatches, APawn * Char, [[EFaction]] Faction)
void SetPlayerHasAcceptedNDA()
void SetPlayerHasAcceptedPurchaseDisclaimer()
void SetPlayerHasPlayedTutorial()
void SetPlayingPrologue(bool bInPlayingPrologue)
void SetRandomLoadout(FLoadout & Loadout)
void SetRegionPingExec(const FString & Region, int32 Ping)
void SetShowPlayerListOnStartupInOverview(bool bShow)
void SetSpectatorCamera()
void SetStat(const FString & StatName, int32 StatValue)
void SetStatFloat(const FString & StatName, float StatValue)
void SetStatOriginal(const FString & StatType, int32 StatValue)
void SetupCameraTargetOnDeath(APawn * P, FName AttachSocketName)
bool ShouldClearDebugTracers() const
bool ShouldDisplayNDA()
bool ShouldDisplaySwingThroughInfo() const
bool ShouldDrawBackSwingCheck() const
bool ShouldDrawCamera() const
bool ShouldDrawClientDebugTracers() const
bool ShouldDrawDebugHorseImpact() const
bool ShouldDrawDebugMeleeHit() const
bool ShouldDrawDebugParryHit() const
bool ShouldDrawDebugProjectile() const
bool ShouldDrawDebugRangedInaccuracy() const
bool ShouldDrawDebugShield() const
bool ShouldDrawDebugTracerCache() const
bool ShouldDrawDebugTracerDirection() const
bool ShouldDrawDebugTracers() const
bool ShouldDrawDebugWeaponTip() const
bool ShouldDrawFacingCheck() const
bool ShouldDrawVisibilityCheck() const
void ShowIngameMenu()
void ShowMessageDialog([[FText]] Message)
void ShowMyParryBox()
void ShowOtherParryBoxes()
void ShuffleLoadout(bool bShouldShuffle)
UMovementDebugger * SpawnMovementDebugger()
void SpawnWaveNoLongerJoinable(ASpawnWave * Wave)
void StartRangedWeaponWarning(float DrawStrength, AInventoryItem * DrawnWeapon, FName AttackName)
void StopCameraShake(FName CameraShakeName)
void Suicide()
void SwitchToSpectator()
void TBLClientSetControlRotation(FRotator ClientRotation)
void TeamSay(FString & Msg)
void ToggleAutospawn(bool bEnabled, bool bLeaveCurrentWave)
void ToggleCamera()
void ToggleFriendlyMarkers()
void ToggleGhostCameraMode()
void ToggleHud()
void ToggleIgnoreAI()
void UnPrepareAllVOEVents()
void UnloadBank(const FString & BankName)
void UpdateUncheckedItems()
void UpdateVoiceStateForAllPlayers()
void VOIPMuteLocalExec(bool Mute)
void VOIPSetRemoteVolumeExec(float Volume)
void VerifyCustomizationOnlineOwnership(bool bOnOnlineStatsLoaded)
void VoteStarted(UVotingInstance * VotingInstance)

Protected Functions

Name
bool CanSwitchCamera() const
void ClearServerHistoryList()
void ClientApprovedLoadout(bool IsLoadoutApproved, TSubclassOf< ATBLCharacter > RequestedSubclass, FLoadout RequestedLoadout)
void ClientBroadcastDebugMessage(const FString & Message, FColor TextColor, float Duration, bool bToAll, bool bTeamOnly)
void ClientCancelPlayerMessageRequest(int32 MessageId)
void ClientNotifyCausedDamage(const FDamageTakenEventCompressed Event)
void ClientPromptPlayerMessageRequest([[FGameplayTag]] MessageTag, int32 MessageId)
void DisplayDebugScrollDown()
void DisplayDebugScrollReleased()
void DisplayDebugScrollUp()
void DisplaySwingThroughInfo(bool bEnable)
void DrawAllTracers(bool bEnable)
void DrawBackSwingCheck(bool bEnable)
void DrawCamera(bool bEnable)
void DrawClientTracers(bool bEnable)
void DrawFacingCheck(bool bEnable)
void DrawHorseImpact(bool bEnable)
void DrawMeleeHit(bool bEnable)
void DrawParryHit(bool bEnable)
void DrawProjectile(bool bEnable)
void DrawRangedInaccuracy(bool bEnable)
void DrawShield(bool bEnable)
void DrawSocket(FName SocketName)
void DrawSpectatorCamera(bool bEnable)
void DrawTracerCache(bool bEnable)
void DrawTracerDirection(bool bEnable)
void DrawTracers(bool bEnable)
void DrawTracersClear(bool bEnable)
void DrawVisibilityCheck(bool bEnable)
void DrawWeaponTip(bool bEnable)
bool IsSelfCamera() const
void OwningTeamChanged(ATBLTeam * NewOwningTeam)
void PlaySound(UAkAudioEvent * Sound)
void PlayerStateMissingOnClientStart(APlayerState * NewPlayerState)
void PrintDebugMessage(const FString & Message, FColor TextColor, float Duration)
void ResetSelfCamera()
void ServerAdminCmd(const FString & Cmd)
void ServerBroadcastDebugMessage(const FString & Message, FColor TextColor, float Duration, bool bToAll, bool bTeamOnly)
void ServerDisplaySwingThroughInfo(bool bEnable)
void ServerDrawAllTracers(bool bEnable)
void ServerDrawBackSwingCheck(bool bEnable)
void ServerDrawFacingCheck(bool bEnable)
void ServerDrawHorseImpact(bool bEnable)
void ServerDrawParryHit(bool bEnable)
void ServerDrawProjectile(bool bEnable)
void ServerDrawShield(bool bEnable)
void ServerDrawSpectatorCamera(bool bEnable)
void ServerDrawTracerDirection(bool bEnable)
void ServerDrawTracers(bool bEnable)
void ServerDrawVisibilityCheck(bool bEnable)
void ServerDrawWeaponTip(bool bEnable)
void ServerOverrideSwatchIndex([[EInventorySlot]] Slot, int32 SwatchOverrideIndex)
void ServerPromptPlayerMessageReply(int32 MessageId, bool Response)
void ServerRequestNextSpawnTeam([[EFaction]] RequestedFaction, bool bImmediatelySwitch)
void ServerSendMatchProfile(const FString & Nickname, const FString & MachineId, const FString & MachineName, const FString & OperatingSystemId, const FString & CommandLine, FTBLQualityLevels ScalabilitySettings)
void ServerSetForFFAPlayer()
void ServerSetInitialLoadouts(const TArray< FSavedLoadout > & Loadouts)
void ServerSetLoadout(TSubclassOf< ATBLCharacter > RequestedSubclass, FLoadout RequestedLoadout)
void ServerStopAnalytics()
void ServerSuicide()
void ServerSwitchToSpectator()
void StartAllSayChat()
void StartLastChannelChat()
void StartTeamSayChat()
void StopAnalytics()
void StopSoundAllSounds(UAkAudioEvent * Sound)
void SwitchClass(int32 RequestedClassIndex, int32 RequestedSubclassIndex)
void SwitchTeam(int32 RequestedTeamIndex)
void SwitchToSelfCamera()
void TeamAppliedToPlayer(ATBLTeam * Team)
void ToggleCameraKeyPressed()
void ToggleCameraKeyReleased()
void ToggleGhost()
void UpdateSelfCamera()

Public Attributes

Name
TArray< FString > ArmourTypeStrings
FAutoBalanceNotificationReceived AutoBalanceNotificationReceived
FOnRepAutomaticallyChooseSpawnWave AutomaticallyChooseSpawnWaveReplicated
float BotTeamDamageScale
ATBLCharacter * CharacterSoundDummy
UCinematicsComponent * CinematicsComponent
ASpawner * ClientSpawnerStartAllowingControl_PendingSpawner
TArray< FString > CombatStateStrings
ASpawner * CurrentPendingSpawner
FCameraTargetParams DeathCameraTargetParams
FDebugProjectileHit DebugFakeProjectileHit
FDebugProjectileHit DebugProjectileHit
TArray< FDebugReliableRPC > DebugReliableRPC
AInventoryItem * DecapHead
TSoftClassPtr< ATBLCharacter > DefaultClassChoice
float DisplayDebugScrollY
FGameModeMessageReceived GameModeMessageReceived
UGameplayTasksComponent * GameplayTasksComponent
TArray< FSoundSwitchEntry > HighPriorityAKSwitches
UInputReplayComponent * InputReplayComponent
UItemPreVisualizationInterfaceHelper * ItemPreVisualizationHelper
FRotator LastClientSetRotation
float LastPingTime
ATBLCharacter * LastPossessedCharacter
FDateTime LastReadDeveloperMessageTime
float LastVFov
TArray< FSavedLoadout > LoadoutPerClass
double LoginTime
TArray< FSoundSwitchEntry > LowPriorityAKSwitches
float MinimumSpawnDelayOverride
FLoadout NextSpawnLoadout
ASpawnWave * NextSpawnWave
FNextSpawnWave NextSpawnWaveReplicated
ASpawner * NextSpawner
FAcknowledgeTeamRequestSignature OnAcknowledgedTeamRequest
FTakenBlockDamageSignature OnBlockDamageTaken
FBlockedAttackSignature OnBlockedAttack
FCausedDamageSignature OnCausedDamage
FOnClearPlayerMessageRequest OnClearPlayerMessageRequest
FPossessedPawnSignature OnClientPossessedPawn
FOnClientPreTravel OnClientPreTravel
FCounteredAttackSignature OnCounteredAttack
FOnPlayerCustomizationsLoaded OnCustomizationsLoaded
FDeathRecapReplicatedSignature OnDeathRecapReplicated
FOnEnteredLeftLoadoutVolumeSignature OnEnteredLeftLoadoutVolume
FGameViewportLostFocus OnGameViewportLostFocus
FGameViewportReceivedFocus OnGameViewportReceivedFocus
FSpawningAtSpawner OnGoingToSpawnAtSpawner
FGotKeybindKey OnGotKeybindingKey
FOnHealingAppliedToCharacter OnHealingAppliedToCharacter
FJoinableSpawnWavesUpdated OnJoinableSpawnWavesUpdated
FOnPlayerEnteredOutOfCombatArea OnLocalPlayerEnteredOutOfCombatArea
FOnPlayerExitedOutOfCombatArea OnLocalPlayerExitedOutOfCombatArea
FOnLookInputUpdatedSignature OnLookInputUpdated
FOnLookRateInputUpdatedSignature OnLookRateInputUpdated
FOnObjectiveZonesVisiblityChanged OnObjectiveZonesVisiblityChanged
FOnPlayerCausedFallDamage OnPlayerCausedFallDamage
FPlayerControllerPostProcessInputSignature OnPlayerControllerPostProcessInput
FOnPlayerKicked OnPlayerKicked
FOnPlayerRevived OnPlayerRevived
FSpectatorSwitchSignature OnPlayerSelectedSpectatorMode
FOnRepPlayerState OnPlayerStateReplicated
FOnPlayerUsedItem OnPlayerUsedItem
FPossessedPawnSignature OnPossessedPawn
FOnProcessPlayerInput OnProcessPlayerInput
FOnProfileDataLoaded OnProfileDataLoaded
FOnPromptPlayerMessageReply OnPromptPlayerMessageReply
FOnPromptPlayerMessageRequest OnPromptPlayerMessageRequest
FPurchaseItemCompleted OnPurchaseCompleted
FGlobalGameNotification OnReceivedGlobalGameNotification
FOnReceivedLocalMessage OnReceivedLocalMessage
FOnReceivedPendingSpawn OnReceivedPendingSpawn
FJoinWaveResponse OnReceivedSpawnWaveJoinResponse
FOnPlayerRevived OnRevivedOtherPlayer
FSavedClassUnavailable OnSavedClassUnavailable
FServerApprovedLoadoutSignature OnServerApprovedLoadout
FOnSpectatorPawnDestroyed OnSpectatorPawnDestroyed
FTakenDamageSignature OnTakenDamage
FOnToggleCamera OnToggleCamera
FOnToggleControlMap OnToggleControlMap
FOnVotingStartedSignature OnVotingStarted
FOnZoomDisabled OnZoomDisabled
FOnZoomEnabled OnZoomEnabled
TSoftObjectPtr< UTBLPS5BlockingHaptics > PS5BlockingHaptic
TSoftObjectPtr< UTBLPS5DamageHaptics > PS5PlayerDamageTakenHaptic
TSoftObjectPtr< UTBLPS5GeneralHaptics > PS5PlayerGeneralHaptic
TSoftObjectPtr< UTBLPS5RangedWeaponHaptics > PS5PlayerRangedWeaponHaptic
TSoftObjectPtr< UTBLPS5SiegeEngineHaptics > PS5PlayerSiegeEngineHaptic
TArray< FSoundSwitchEntry > PlayerExertionAKSwitches
ATBLPlayerState * PlayerToCommendOrForgive
FString PostMatchMatchmakingConnectString
FReplicationPredictionState PredictionState
FNextSpawnWave RequestedToJoinSpawnWave
TSoftClassPtr< ATBLCharacter > SavedClassChoice
float SavedFov
TArray< FSavedSubclass > SavedSubclassChoice
UInputComponent * SelfCameraInputComponent
float TeamDamage2MinThreshold
float TeamDamage30SecThreshold
int8 TeamDamageWarningLevel
float TimeSinceRotationInputWasNonZero
TArray< FPrimaryAssetId > UncheckedLevelUpItems
FPrimaryAssetType VOBankAssetType
ATBLCharacter * WaitingForSpawnGoreHead
TArray< FString > WeaponActionNameStrings
TArray< FSoundSwitchEntry > WeaponAkSwitches
TArray< FString > WeaponNameStrings
AInventoryItem * WeaponSoundDummy
bool bAccessAllItems
bool bAltAttackWithMovement
bool bAutoSprint
uint8 bAutomaticallyChooseSpawnWave
bool bAwaitingInitialRequestedPlayerClass
uint8 bCheatsEnabled
bool bDisableHUDPostProcess
bool bFirstTimeSpectating
bool bIdleWarned
bool bIsHeadlessClient
bool bIsLoadoutScreenOpen
bool bIsPostMatchMatchmaking
bool bIsReadyToPostMatchMatchmakingTravel
bool bIsShufflingLoadout
bool bIsSpeaking
bool bIsTravelling
bool bPlayerHasAcceptedNDA
bool bPlayerHasAcceptedPurchaseDisclaimer
bool bPlayerHasPlayedTutorial
bool bPlayerIsWaitingToEnterSpectatorMode
bool bPlayerOpenedTutorial
bool bPlayerSelectedSpectatorMode
bool bPlayingPrologue
bool bReceivedInitialLoadouts
bool bShowMyParryBox
bool bShowOtherParryBoxes
bool bShowPlayerListOnStartupInOverview
bool bShuffleLoadout
bool bStartedForceRespawn
bool bTBSDevMode

Protected Attributes

Name
TSubclassOf< UCineCameraComponent > CinematicSpectatorCameraClass
ATBLCharacter * CustomizationCharacter
TArray< UAkComponent * > DebugAkComponents
TArray< FDebugSpectatorCamera > DebugSpectatorCamera
int32 DisplayDebugScrollDir
FName DrawDebugSocketName
FRotator LastControlRotation
float LastInputTime
APawn * LastReplicatedPawn
FMatchSessionComplete MatchSessionComplete
int32 NextSpawnTeam
FSelfCameraProperties SelfCamera
int32 SpamCheckIndex
float SpamCheckPeriod
int32 SpamCheckPeriodMaxMessages
TArray< float > SpamCheckPreviousMessages
float SpamMuteDurationIncreasePerMute
float SpamMuteDurationMax
float SpamMuteDurationMin
float SpamMutedDuration
float SpamMutedTime
float ThirdPersonFOVCap
bool bDebugIgnoreAI
bool bDisplaySwingThroughInfo
bool bDrawClientDebugTracers
bool bDrawDebugBackSwingCheck
bool bDrawDebugCamera
bool bDrawDebugFacingCheck
bool bDrawDebugHorseImpact
bool bDrawDebugMeleeHit
bool bDrawDebugParryHit
bool bDrawDebugProjectile
bool bDrawDebugRangedInaccuracy
bool bDrawDebugShield
uint8 bDrawDebugSpectatorCamera
bool bDrawDebugTracerCache
bool bDrawDebugTracerDirection
bool bDrawDebugTracers
bool bDrawDebugTracersClear
bool bDrawDebugVisibilityCheck
bool bDrawDebugWeaponTip

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