UCombatStateComponent¶
#include <CombatStateComponent.h>
Inherits from UActorComponent, IInstancedObjectContainer, IReplicatedSubobjectInterface
Public Functions¶
Name | |
---|---|
void | AnimNotify_ActivateAbility() |
void | AnimNotify_EndWeaponTracers() |
void | BroadcastCrowdControl_NoDamage([[ECrowdControlCombatState]] CombatState, FCrowdControlParams CrowdControlParams, bool bSkipAutonomous) |
void | BroadcastGetUp(FName Direction) |
bool | CanCrouch() const |
bool | CanDoHeavyAttack() |
void | ClientCancelProjectile(FName CombatState) |
void | ClientRecordPreviousSwingThroughInfo(FSwingThroughInfo SwingThroughInfo) |
void | CrowdControl_NoDamage([[ECrowdControlCombatState]] CombatState, FCrowdControlParams CrowdControlParams, bool bAutonomous) |
void | DebugGotoState(FName CombatState, FName HitDirection, int32 CrowdControlVariant) |
bool | DidLastAttackDisarm() const |
void | ExtendCounterWindow() |
float | GetAttackCooldownRemainingByName(FName AttackName) |
FString | GetAttackTransitionString([[EAttackTransition]] AttackTransition) const |
float | GetClientTimeStamp() const |
UCombatState * | GetCombatStateBlueprint(const FName & StateName) |
UCombatStateQueue * | GetCombatStateQueue() const |
UCombatStateSynchronization * | GetCombatStateSynchronization() const |
FString | GetComboTimingPolicyString([[EComboTimingPolicy]] ComboTimingPolicy) const |
float | GetCurrentAnimationLength() const |
FName | GetCurrentAttack() const |
FName | GetCurrentAttackCategory() const |
FName | GetCurrentAttackComboState() const |
FName | GetCurrentAttackDirection() const |
FAttackInfo | GetCurrentAttackInfo(bool bLastValidAttack) const |
AInventoryItem * | GetCurrentAttackItem() const |
float | GetCurrentAttackTime() const |
[[EAttackTypeCategory]] | GetCurrentAttackTypeCategory() const |
FCombatStateInfo | GetCurrentStateInfo() const |
float | GetFeintMinTime() const |
FName | GetLastHitDirection() const |
[[ECrowdControlDirection]] | GetLastHitDirection_CrowdControl() const |
virtual void | [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override |
float | GetMinimumHoldingTime() const |
FCombatStateInfo | GetPreviousStateInfo(bool bLastAttackState, bool bIgnoreQuickIdle) const |
FCombatStateInfo | GetPreviousStateInfoByName(FName InCombatState) const |
FName | GetQueuedInput() const |
FName | GetState() const |
float | GetTimeInCurrentState() |
void | GotoCounterReadyStateReplicated(int32 ParryAttackID, FName AttackerAttackName) |
void | GotoParrySuccessReplicated(int32 ParryAttackID, bool bWasBlockedWithParryForgivenessWindow) |
void | GotoState(FName NextStateName, float OverrideStateTime, bool bStartAttack, [[ECrowdControlVariant]] Variant) |
void | GotoStateReplicated(FName NextStateName, bool bAutonomous, float OverrideStateTime, [[ECrowdControlVariant]] Variant) |
bool | IsAbilityUnblockable() const |
bool | IsActiveCounter() const |
bool | IsActiveRiposte() const |
bool | IsCancelling() const |
bool | IsCombo() const |
bool | IsCounter() const |
bool | IsDowned() const |
bool | IsFeint() const |
bool | IsFocused() const |
bool | IsHeavy() const |
bool | IsHoldAttackPressed() const |
bool | IsHoldingInput() const |
bool | IsInActiveRiposteWindow() const |
bool | IsInCounterWindow() const |
bool | IsInParryForgivenessWindow() |
bool | IsInProjectileCounterWindow() const |
bool | IsInState(FName StateName) const |
bool | IsInterrupted() const |
bool | IsKnockedDown() const |
bool | IsParryQueued() const |
bool | IsPreMovement() const |
bool | IsRiposte() const |
bool | IsUsingAttackTracers() const |
void | OnAbilityInitiated(AAbilityInvocation * Invocation) |
void | OnActorHit(AActor * SelfActor, AActor * OtherActor, FVector NormalImpulse, const [[FHitResult]] & Hit) |
void | OnClash(ATBLCharacter * Initiator, ATBLCharacter * Target) |
void | OnDamage(const FDamageTakenEvent & DamageEvent) |
void | OnDamageCaused(const FDamageTakenEvent & DamageEvent) |
void | OnDismount(AActor * AttachParent, [[EDismountType]] DismountType) |
void | OnEndAnimation() |
void | OnEndAnimationTimeout(float OverTime) |
void | OnHitWorld(AActor * HitActor, bool bBreakableHit, bool bAutonomous) |
void | OnItemStackChanged(AInventoryItem * Item, int32 Delta) |
void | OnKilled() |
void | OnMeleeSuccess(ATBLCharacter * HitCharacter) |
void | OnParrySuccess(ATBLCharacter * DefendingCharacter, ATBLCharacter * AttackingCharacter, FParryEventState ParryEventState) |
void | OnRagdolled() |
void | OnReplicatedCombatState() |
void | OnStaminaDrained() |
void | OnWasParried(ATBLCharacter * AttackingCharacter, ATBLCharacter * DefendingCharacter, FParryEventState ParryEventState) |
void | QueueHeldInputs(FName InputName, bool bIgnoreLastAttackInput) |
void | Reload(AInventoryItem * Item, bool bReplicateToClient) |
FReplicatedCombatStateInfo | ReplicateCombatState(bool bForceNetUpdate) |
void | ResetQueuedInputs() |
void | ServerManualReload(FManualReload Params) |
void | SetSimulatedCombatState(bool bBroadcastEndState) |
UCombatStateComponent() | |
bool | WasBlockedWithParryForgivenessWindow() const |
bool | WasHitByProjectile() const |
bool | WasInterruptedByJab() const |
bool | WasLastHitTeamHit() const |
Public Attributes¶
Name | |
---|---|
FSwingThroughInfo | CurrentSwingThroughInfo |
TArray< FDelayedQueueHeldInputs > | DelayedQueueHeldInputs |
FString | DisplayDebugTitle |
FName | InitialState |
FOnActiveRiposteWindow | OnActiveRiposteWindowEnd |
FOnActiveRiposteWindow | OnActiveRiposteWindowStart |
FCombatStateChanged | OnAnimationEnd |
FCombatStateBegin | OnCombatStateBegin |
FCombatStateChanged | OnCombatStateChanged |
FCombatStateEnd | OnCombatStateEnd |
FCombatStateEvent | OnCombatStateEvent |
FOnCounterWindow | OnCounterWindowEnd |
FOnCounterWindow | OnCounterWindowStart |
FCrowdControlNoDamage | OnCrowdControlNoDamage |
FOnDownedStateChanged | OnDownedStateChanged |
FOnGetUp | OnGetUp |
FOnCounterWindow | OnProjectileCounterWindowEnd |
FOnCounterWindow | OnProjectileCounterWindowStart |
FRagdollHitEvent | OnRagdollHitEvent |
FRagdollHitFxEvent | OnRagdollHitFxEvent |
FStartAttackEvent | OnStartAttack |
FStartAttackEvent | OnSwitchAttack |
int32 | OverrideCrowdControlVariant |
FName | OverrideHitDirection |
float | OverrideHitDirectionTime |
FPostUpdateWeaponTracers | PostUpdateWeaponTracers |
FReplicatedCombatStateInfo | SimulatedCombatState |
FTurnLimitState | TurnLimitState |
uint8 | bForceCanMount |
uint8 | bHorseAttackSwitchDirection |
uint8 | bWeaponTracersUpdating |
Protected Attributes¶
Name | |
---|---|
UCombatStateQueue * | CombatStateQueue |
UCombatStateSynchronization * | CombatStateSynchronization |
UDataTable * | NonAbilitiesAnimationDataTable |
FReplicated_FReplicatedCombatStateInfo | ReplicatedCombatState |
Updated on 2025-01-21 at 09:02:24 +0100