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