Skip to content

UCombatStateQueue

#include <CombatStateQueue.h>

Inherits from UActorComponent

Public Functions

Name
UCombatStateQueue()

Protected Functions

Name
void ClearHeldAttackQueue()
void OnCancelGamepadTimeout(float OverTime)
void OnComboCancelTimeout(float OverTime)
void OnFeintQueueTimeout(float OverTime)
void OnShowInGameMenu()
void QueueFeint(FName FeintAttack)
void ServerAddHeldInput(FName InputActionName)
void ServerQueueInput(FName NewQueuedInput)
void ServerQueueParry()
void ServerRemoveHeldInput(FName InputActionName)
void TryCancelAttack()

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