UCombatState¶
#include <CombatState.h>
Inherits from UAssemblyInstance, UObject
Inherited by UBaseCombatState, UHorseMovementState
Public Functions¶
Protected Functions¶
Name | |
---|---|
void | ActionClearAttackQueue() |
void | ActionClearHeldAttackQueue() |
void | ActionClearToggleAltAttack() |
void | ActionGotoState(FName NextState, float OverrideStateTime, bool bResetStateTime) |
void | ActionQueueAttack() |
void | EventBeginFire(FName AttackName, bool bHeldQueue) |
void | EventBeginState(FName PreviousState, float PreviousStateTime, float AnimationLength) |
void | EventCancelAttack() |
bool | EventCannotQueueAttack(UAttackType * AttackType) |
void | EventDamage(const FDamageTakenEvent & DamageEvent) |
void | EventDamageCaused(const FDamageTakenEvent & DamageEvent) |
void | EventEndAnimation() |
void | EventEndState(FName NextState, bool bStartAttack) |
void | EventLanded(ACharacter * InTarget) |
void | EventMeleeSuccess(ATBLCharacter * DamagedCharacter) |
void | EventParrySuccess(ATBLCharacter * ParriedCharacter) |
void | EventRagdolled() |
void | EventTick(float DeltaSeconds) |
void | EventWasParried(ATBLCharacter * ParryingCharacter) |
void | HandleDelayedStartAttack() |
void | OnEndTurnLock() |
void | OnTurnLockTimeout(float OverTime) |
Public Attributes¶
Name | |
---|---|
TArray< FName > | AttackTags |
int32 | CrowdControlPriority |
float | CrowdControlThreshold |
float | CurrentAnimationLength |
float | DefaultTime |
TEnumAsByte< [[EAbilityTermination::Type]] > | EndAttackReason |
[[EKillReason]] | KillReason |
FRotator | KnockRiderOffHorseRotation |
float | MinimumHoldingTime |
FCombatStateModifiers | ModifierList |
TArray< TEnumAsByte< [[EMod::Type]] > > | Modifiers |
int32 | PushingPriority |
FScaleDirectionParams | ScaleDirectionalMovement |
float | StartTime |
FName | StateName |
FTurnLimitParams | TurnLimit |
FTurnLockParams | TurnLock |
int32 | Version |
uint8 | bAnimationEnded |
uint8 | bCanBeRestarted |
uint8 | bCanMountActors |
uint8 | bCanSwitchInventoryItems |
uint8 | bCancelHorseAttack |
uint8 | bEndSpawnSpeedBonus |
uint8 | bEndWeaponTracers |
uint8 | bIsAttackState |
uint8 | bIsClimbingState |
uint8 | bIsSprintState |
uint8 | bKnockRiderOffHorse |
uint8 | bRemainInSprint |
uint8 | bSameAttackClash |
bool | bSoftRecovery |
uint8 | bSprintDecelerate |
uint8 | bUseScaleDirectionalMovement |
uint8 | bUseTurnLock |
Protected Attributes¶
Name | |
---|---|
[[EAttackTransition]] | AttackTransition |
TArray< FNextStateTimer > | NextStateTimers |
int32 | PushingId |
int32 | ScaleDirectionId |
int32 | SlowdownId |
FCombatStateSlowdown | SlowdownState |
TArray< int32 > | TimerHandles |
FTurnLockState | TurnLockState |
uint8 | bBeginFire |
uint8 | bCanInitiateCrouch |
uint8 | bDidStartAttack |
uint8 | bIsActive |
Updated on 2025-01-21 at 09:02:24 +0100