UAbilityConfig¶
#include <AbilityConfig.h>
Inherits from UAssemblyBlueprint, UBlueprint
Public Functions¶
Name | |
---|---|
UAbilitySpec * | [[GetAbilitySpec]](FName AbilityName) |
FName | [[GetAnimationMontage]](FName AbilityName) |
FName | [[GetAnimationMontageSection]](FName AbilityName) |
FVector | GetHorseMomentumBasedScale(AActor * InitiatorActor, AActor * TargetActor, FName AbilityName, TSubclassOf< AInventoryItem > InventoryItemClass) |
UAbilityConfig() |
Public Attributes¶
Name | |
---|---|
TArray< FString > | AccessGroups |
float | ActiveRiposteBlockedStaminaModifier |
float | ActiveRiposteWindowTime |
FAimPenaltySettings | AimPenalty |
TSoftClassPtr< AHorse > | ArmoredHorseClass |
float | BlockingArrowDamageModifier |
FBlockingCategoryModifier | BlockingCategoryStaminaModifier |
float | BowAgainstArcherDamageModifier |
float | CanSprintInAirTime |
float | CancelCooldown |
int32 | ChanceToLogAbilityEvents |
TArray< FOnlineClassXp > | ClassXps |
TArray< TSubclassOf< UCombatStateSet > > | CombatStateSets |
float | ComboCancelInputWindow |
float | ComboCancelTriggerEndWindow |
float | ComboFromBlockedTime |
float | ComboFromMissedAttackTime |
TArray< URewardTable * > | CookedTreasureTables |
float | CounterBlockedStaminaModifier |
float | CounterFeintEndWindow |
float | CounterSuccessExtendWindowTime |
float | CounterWindowGapTime |
float | DamageItemDelayTimeSeconds |
FDeathRecapLimits[4] | DeathRecapLimits |
TSubclassOf< UFxInstance > | DefaultAbilityClass |
FDownedSprintStamina | DownedSprintStamina |
TSubclassOf< AInventoryItem > | DownedWeapon |
float | FakeClientProjectileInterpolateExp |
float | FakeClientProjectileInterpolateTime |
float | FallingTime |
float | FeintComboAnimPercentThreshold |
float | FeintEndWindow |
float | FeintMaxTransitionTargetPercent |
FFeintMinTime | FeintMinTime |
FFeintTime | FeintTime |
FFocusSettings | FocusSettings |
float | GamepadCancelWindow |
float | GlobalStaminaModifier |
int32 | GlobalXp |
TSubclassOf< AInventoryItem > | GoreHeadItem |
TSoftClassPtr< AHorse > | HorseClass |
float | HorseScoreBonusDamageThreshold |
FFocusSettings | HorseSpecialFocusSettings |
FHorseStaminaCosts | HorseStaminaCosts |
float | IsLookingDownAngle |
float | JabFromDashAttackTime |
float | KickLowAngle |
TSoftClassPtr< UHudMarkerDisplayComponent > | LTSHudMarkerComponentClass |
FFocusSettings | LanceChargeFocusSettings |
FLocationBasedDamageModifiers | LocationBasedDamageModifiers |
float | MaxClashCameraAngle |
float | MaxCounterWindowTime |
float | MaxRecentlyAwardedPlaytime |
float | MinCounterWindowTime |
float | ParryBoxAngle |
float | ParryBreakDamageModifier |
bool | ParryBreakNonFatal |
float | ParryBreakStamina |
float | ParryBreakStaminaDelay |
float | ParryComboTiming |
float | ParryDisableStaminaDrainTime |
float | ParryForgivenessWindowTime |
float | ParryReduceStaminaRate |
float | ParryReduceStaminaTime |
float | PercentChanceToPlayRagdollInsteadOfAnimation |
float | PercentChanceToPlayRootMotionDeathAnimation |
UCurveFloat * | PlaytimeAwardCurve |
URewardTable * | PlaytimeDropTable |
float | PlaytimeForItem |
float | ProjectileCounterWindowTime |
FProjectileHUDConfig | ProjectileHUD |
FLocationBasedDamageModifiers | RangedLocationBasedDamageModifiers |
float | RemainInSprintBelowMinSpeedTime |
float | RevivedStamina |
TArray< FName > | RewardTokens |
float | RiposteParryWindow |
float | SiegeAgainstCatapultDamageModifier |
float | SpecialAbilityHealingScoreModifier |
FSpecialItemCharge | SpecialItemCharge |
float | SprintAttackSpeed |
FStaminaBonus | StaminaBonus |
FStaminaCosts | StaminaCosts |
float | ThrownStaminaModifier |
float | ThwackTracerLengthPercent |
float | TurnLimitEndTime |
bool | bDebugSounds |
bool | bMuteServerSounds |
bool | bOnlyClashOnHorseVsHorse |
bool | bRiposteUsesParriedComboStateOnlyForSlash |
bool | bScaleRecoveryAnimiation |
bool | bShouldCooldownRefreshStatesResetCooldowns |
bool | bUseClashCameraAngleCheck |
Protected Attributes¶
Name | |
---|---|
TArray< FName > | AttackNames |
TMap< FName, uint8 > | AttackNamesToIndex |
TMap< FName, uint8 > | CharacterMovementStateToIndex |
TArray< FName > | CharacterMovementStates |
TArray< FName > | CombatStateNames |
TMap< FName, uint8 > | CombatStateNamesToIndex |
TMap< FName, uint8 > | InputActionNameToIndex |
TArray< FName > | InputActionNames |
Updated on 2025-01-21 at 09:02:23 +0100