UCombatStateQueue
#include <CombatStateQueue.h>
Inherits from UActorComponent
Public Functions
Protected Functions
Public Attributes
|
Name |
| TArray< FName > |
EarlyBlockStates |
| TArray< FName > |
ParryCounterQueueStates |
Protected Attributes
|
Name |
| TArray< FAttackInfo > |
AttackList |
| float |
CancelAttackPressedTime |
| int32 |
CancelGamepadTimer |
| float |
CancelIntoParryPressedTime |
| UCombatStateComponent * |
CombatStateComponent |
| UCombatStateSynchronization * |
CombatStateSynchronization |
| FName |
ComboCancelQueued |
| float |
ComboCancelTime |
| int32 |
ComboCancelTimer |
| TArray< [[FKey]] > |
ConsumedKeys |
| int32 |
FeintQueueTimer |
| float |
GamepadReloadPressedStartTime |
| TArray< FName > |
HeldInput |
| float |
HoldAttackQueueTime |
| FName |
HoldAttackQueued |
| TArray< FInputPressedParams > |
InputQueue |
| float |
LastAltAttackPressedTime |
| float |
LastAltAttackTime |
| FName |
LastJumpInput |
| int32 |
PendingAttackId |
| FAttackInfo |
PendingParryCounterAttack |
| FName |
QueuedInput |
| TArray< FName > |
SendHeldInputToServer |
| float |
TimeSinceLastQueuedAttack |
| bool |
bAltAttack |
| bool |
bCanFeintSameAttackOnGamepad |
| bool |
bDisableSpecial |
| bool |
bDisableThrow |
| bool |
bFeintQueued |
| bool |
bFocusAttackHeld |
| bool |
bFocusHeld |
| bool |
bHoldAttack |
| bool |
bIsCancelAttackKeyDown |
| bool |
bIsCancelGamepadKeyDown |
| bool |
bIsCancelIntoParryKeyDown |
| bool |
bIsParryGamepadKeyDown |
| bool |
bParryQueued |
| bool |
bQueueHeldInputs |
| uint8 |
bShouldComboCancelQueue |
| bool |
bToggleAlt |
Updated on 2025-01-21 at 09:02:24 +0100