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