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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