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UCinematicState

#include <CinematicState.h>

Inherits from UObject

Public Functions

Name
void BeginState([[FGameplayTag]] PreviousState)
void EndState([[FGameplayTag]] NextState)
UCinematicsComponent * GetCinematicsComponent() const
ATBLPlayerController * GetPlayerController() const
ATBLCharacter * GetTBLCharacter() const
void HandleCharacterAllowControl()
void HandleCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void HandleGameCinematicStateChanged([[ECinematicGameState]] GameStateCinematicState)
void HandleGoingToSpawnAtSpawner(ASpawner * Spawner)
void HandleMatchStateChanged(FName MatchState)
void HandleNextSpawnTeamChanged(ATBLTeam * NewTeam)
void HandleNextSpawnWaveChanged(ASpawnWave * SpawnWave)
void HandlePendingSpawn(ASpawner * PendingSpawner, float ServerSpawnTimeSeconds)
void HandlePossessedPawn(APawn * Pawn)
void HandleSuicideNotify([[EKillReason]] KillReason)
void HandleTeamChanged(ATBLTeam * NewTeam)
void HandleUIStateChanged([[FGameplayTag]] UIState)
void HideLoadingScreen()
void Tick(float DeltaTime)
UCinematicState()

Updated on 2025-01-21 at 09:02:24 +0100