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