UFxEventListener¶
#include <FxEventListener.h>
Inherits from UTBLObject, UAssemblyObject, UObject
Inherited by UFxInstance
Public Functions¶
Name | |
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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