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