Skip to content

UFxEventListener

#include <FxEventListener.h>

Inherits from UTBLObject, UAssemblyObject, UObject

Inherited by UFxInstance

Public Functions

Name
void OnAbilityError(AActor * Initiator, [[EResultCode::Type]] Code, AAbilityInvocation * Invocation, FName AttackName, TSubclassOf< AInventoryItem > ItemClass)
void OnAbilityOnCooldown(const FAbility & Ability, float RemainingTime, AInventoryItem * InventoryItem)
void OnAmmoInitialize()
void OnAnimNotifyStepEvent()
void OnApplyCondition(AActor * Actor, [[EConditionType]] Condition)
void OnCharacterLanded(const FLandedResult & LandedResult)
void OnClash(ATBLCharacter * InitiatorCharacter, ATBLCharacter * TargetCharacter, FClashEventState ClashEventState)
void OnClientPreTravel(const FString & PendingURL, ETravelType TravelType, bool bIsSeamlessTravel)
void OnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnCombatStateEnd(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo)
void OnConstruct(AActor * Actor)
void OnCrowdControlNoDamage(AActor * OwningActor, FName CombatState, FCrowdControlParams CrowdControlParams)
void OnDamageCaused(const FDamageTakenEvent & DamageEvent)
void OnDamageTaken(const FDamageTakenEvent & DamageEvent)
void OnDismountSiegeEngine(ASiegeEngine * SiegeEngine, bool Forced)
void OnEpicEndGame(const FEpicEndGameState & EpicEndGameState)
void OnExperienceLevelChanged(AActor * Actor, int32 NewLevel)
void OnHealOverTimeAdded([[EHealingSource]] HealingSource, const ATBLPlayerState * InstigatingPlayerState)
void OnHealOverTimeEnd()
void OnHealOverTimeStart([[EHealingSource]] HealingSource, const ATBLPlayerState * InstigatingPlayerState)
void OnHorseBreakingEvent(bool bIsBreaking, bool bIsEmergencyBreaking, float CurrentSpeed, FName PreviousState)
void OnHorseFxEvent(FName EventName, float EventScale, const TArray< FName > & EventTags)
void OnHorseToCharacterImpact(ATBLCharacter * TargetCharacter, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToCharacterImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void OnHorseToHorseImpact(AHorse * TargetHorse, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToHorseImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void OnHorseToWorldImpact([[FHitResult]] Hit, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToWorldImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed)
void OnInventoryActionFailed([[EFailedInventoryAction]] Action)
void OnInventoryItemDamageStateChanged(AInventoryItem * Item, [[EInventoryItemDamagedState]] DamagedState)
void OnInventoryItemDamaged(AInventoryItem * Item, FInventoryItemDamagedParams Params)
void OnInventoryProjectileHitPassiveShield(AInventoryItem * Shield, AInventoryItem * Projectile)
void OnInventoryProjectilePenetratedPassiveShield(AInventoryItem * Shield, AInventoryItem * Projectile, FVector HitLocation)
void OnInvocationActorCreated(AActor * Actor)
void OnKilled(const FDeathDamageTakenEvent & DamageEvent)
void OnMountSiegeEngine(ASiegeEngine * SiegeEngine)
void OnParrySuccess(ATBLCharacter * ThisCharacter, ATBLCharacter * OtherCharacter, FParryEventState ParryEventState)
void OnPlayerKilled(FDeathEvent DeathEvent)
void OnPlayerMeshChanged(USkeletalMeshComponent * OldMesh, USkeletalMeshComponent * NewMesh)
void OnPossessed(AController * Controller)
void OnRagdollHit(AActor * HitTaker, AActor * HitCauser, AInventoryItem * Weapon, const [[FHitResult]] & HitResult, const FVector & HitDirection, float Damage, UDamageSource * DamageSource, AActor * Projectile, FName AttackName)
void OnRemoveCondition(AActor * Actor, [[EConditionType]] Condition, AActor * ConditionRemover)
void OnSetFirstPersonDeathCamera()
void OnSetOffFire()
void OnSetOnFire()
void OnSetRagdollPhysics()
void OnSetThirdPersonDeathCamera()
void OnStaminaCostFailed(FName Event)
void OnStartedFalling()
void OnStatChanged(AActor * Actor, [[EStat]] Type, const FStatEntry & Stat, float DeltaValue)
void OnSuicide(AActor * Suicider, const FDamageTakenEvent & DamageTakenEvent)
void OnTargetMethodEvent(AActor * Initiator, FName TargetMethodName, [[ETargetMethodEvent::Type]] Event, const AAbilityInvocation * Invocation, FVector Location, const TArray< AActor * > & HitTargets)
void OnWasParried(ATBLCharacter * ThisCharacter, ATBLCharacter * OtherCharacter, FParryEventState ParryEventState)
void OnWorldHit(AActor * Actor, FVector Location, UPhysicalMaterial * PhysMaterial)
void ProjectileStarted(AInventoryItem * Item)
void ProjectileStopped(AInventoryItem * Item)
UFxEventListener()

Updated on 2025-01-21 at 09:02:24 +0100