UHorseMovement¶
#include <HorseMovement.h>
Inherits from USiegeEngineMovement, UTBLCharacterMovementBaseComponent, UCharacterMovementComponent, IReplicatedSubobjectInterface
Public Functions¶
Name | |
---|---|
bool | CheckHorseCollisionFromIdle(float Direction) |
FName | ClampMovementState(FName State) |
void | ClientPerformBump(float Direction, float TurnAngle, float Scale, bool bRearImpact, bool bSideImpact, AHorse * InitiatorHorse) |
void | DrawDebugHorseMovePath(float DeltaTime) |
bool | GetBoostMode() |
bool | GetControlMode() |
float | GetCurrentForwardSpeed() |
void | GetInputDirection([[EHorseMovementInput]] & Direction, float & HeldTime) |
void | GetInputForward(float & InputForward, float & HeldTime) |
void | GetInputStrafe(float & InputStrafe, float & HeldTime) |
void | GetInputTurn(float & InputTurn, float & HeldTime) |
float | GetInstantKickSpeed() |
bool | GetInvertedBackwardsStrafe() |
virtual void | [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override |
float | GetMaxKickSpeed() |
float | GetMaxSpeedInState(FName State) |
float | GetMinSpeedInState(FName State) |
FName | GetMovementStateFromSpeed(float Speed) |
float | GetSettleSpeedInState(FName State) |
float | GetSpeedInState(FName State, float Percent) |
void | ImpactBumpOff() |
void | ImpactMaxSpeed(float MaxSpeed, float Time) |
void | ImpactSlowdown(float Delta, float Time) |
void | ImpactTurn(float Delta, float Time) |
bool | IsMovementStateEqual(FName State) |
bool | IsMovementStateGreaterThan(FName State) |
bool | IsMovementStateLessThanEqual(FName State) |
bool | IsStrafing() |
bool | IsValidMovementState(FName State) |
void | ModifyAccelerationScale(float Target, float InterpSpeed) |
void | ModifyTargetSpeed(float Target) |
void | ModifyTurnRateScale(float Target, float InterpSpeed) |
void | OnRep_CurrentForwardSpeed() |
void | OnRep_CurrentTurnRate() |
void | OnRep_CurrentTurnRateAccel() |
void | OnRep_IsAccelerating() |
void | OnRep_IsDecelerating() |
void | OnRep_TargetSpeed() |
void | ServerHorseToHorseBump(FHorseToHorseBump Params) |
void | ServerHorseToWorldBump(FHorseToWorldBump Params) |
void | StartDash() |
void | TurnTowardsCamera(float TurnRate, float TurnRateWithInput) |
UHorseMovement() |
Protected Functions¶
Name | |
---|---|
void | BroadcastBump(AActor * Actor, float TurnAngle, float BumpVelocity, bool bDirection, bool bRearImpact) |
void | BroadcastHorseToCharacterImpact(ATBLCharacter * TargetCharacter, [[EHorseImpactLocation]] HorseImpactLocation, [[EHorseToCharacterImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed) |
void | BroadcastHorseToHorseImpact(AHorse * TargetHorse, [[EHorseImpactLocation]] HorseImpactLocation, [[EHorseToHorseImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed) |
void | BroadcastHorseToWorldImpact([[FHitResult]] Hit, [[EHorseImpactLocation]] HorseImpactLocation, [[EHorseToWorldImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed) |
void | ClientImpactMaxSpeed(float MaxSpeed, float Time) |
void | ClientImpactSlowdown(float Delta, float Time) |
void | ClientImpactTurn(float Delta, float Time) |
void | OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState) |
void | OnPushingOverlap(TArray< ATBLCharacterBase * > Overlaps) |
void | ServerSetLeanDirection(FName Direction) |
Public Attributes¶
Name | |
---|---|
FHorseMovementScale | AccelerationScale |
float | CruisingSpeed |
float | CurrentForwardAccel |
float | CurrentForwardSpeed |
float | CurrentMovementModifier |
FHorseMovementData | CurrentMovementState |
float | CurrentStrafeAccel |
float | CurrentStrafeDistance |
float | CurrentStrafeSpeed |
float | CurrentTurnRate |
float | CurrentTurnRateAccel |
float | ForceRunTime |
float | HorseMovementDirectionTimeMs |
float | HorseMovementInfoTimeMs |
float | ModifiedForwardSpeed |
FHorseBreaking | OnBreaking |
FHorseLandedSignature | OnLanded |
FHorseWantsToGallop | OnWantsToGallop |
float | PendingTargetSpeed |
float | PreviousSpeed |
FReplicated_Float | ReplicatedCurrentForwardSpeed |
FReplicated_Float | ReplicatedCurrentTurnRate |
FReplicated_Float | ReplicatedCurrentTurnRateAccel |
FVector_NetQuantizeNormal | ReplicatedFloorNormal |
FReplicated_Float | ReplicatedForwardInput |
FReplicated_Bool | ReplicatedIsAccelerating |
FReplicated_Bool | ReplicatedIsDecelerating |
FReplicated_Float | ReplicatedRightInput |
FReplicated_Float | ReplicatedTargetSpeed |
float | TargetSpeed |
FHorseMovementScale | TurnRateScale |
FTurnTowardsCameraParams | TurnTowardsCameraParams |
bool | bDebugAutoRun |
bool | bForceRun |
bool | bIsAccelerating |
bool | bIsDecelerating |
bool | bUseCruisingSpeed |
bool | bWantsToGallop |
Protected Attributes¶
Name | |
---|---|
float | BackwardsStrafeAngle |
float | BaseTurnRate |
FHorseMovementBlend | BlendMovementState |
bool | BoostMode |
float | BreakingOrientationSpeed |
float | BreakingToReverseDelay |
float | CanInstantKickSpeed |
float | CanSlowDownToKickSpeed |
bool | ControlMode |
TArray< float > | CurveSections |
float | DashCooldown |
float | EmergencyBrakeSpeed |
UPrimitiveComponent * | FallingCollisionComponent |
UCurveFloat * | ForwardAngleToTurnMultiplierCurve |
UCurveFloat * | ForwardSpeedToStrafeSpeedCurve |
float | GamepadExclusiveHorizontalInputAngle |
float | GamepadExclusiveSagitalInputAngle |
float | GamepadInputOuterThreshold |
UCurveFloat * | GamepadInputToAxisMagnitudeCurve |
TMap< TWeakObjectPtr< AActor >, float > | HitActors |
FHorseBumpSettings | HorseBumpSettings |
FHorseImpactRules | HorseImpactRules |
FHorseImpactSpeedSettings | HorseImpactSpeedSettings |
FHorseToCharacterImpactSettings | HorseToCharacterImpactSettings |
FHorseToHorseImpactSettings | HorseToHorseImpactSettings |
[[EHorseToHorseImpactType]] | HorseToHorseImpactType |
FHorseToWorldImpactSettings | HorseToWorldImpactSettings |
UCurveFloat * | IdleAngleToTurnMultiplierCurve |
float | ImpactCooldown |
[[FHitResult]] | ImpactHitResult |
float | ImpactHitStrafe |
float | ImpactHitTime |
[[EHorseImpactLocation]] | ImpactLocation |
float | InertiaStrafeTime |
UCurveFloat * | InertiaStrafeTurnDecelCurve |
UCurveFloat * | InertiaTurnDecelCurve |
float | InertiaTurnTime |
float | InputDoubleTapThreshold |
TMap< FName, FHorseInputState > | InputState |
float | InputTapThreshold |
UCurveFloat * | InputTimeToMultiplierCurve |
FName | LastHorizontalInput |
float | LastLandedTime |
float | LookTurnPercentage |
AActor * | MaintainHorseSpeedOnImpact |
FName | MaxMovementState |
float | MaxSlowdownToKickTime |
UDataTable * | MovementDataTable |
FHorseMovementInput | MovementInput |
UMovementModifierComponent * | MovementModifiers |
float | MovementStateDeltaTime |
float | MovementTransitionTime |
FOverrideForwardSpeed | OverrideForwardSpeed |
FOverrideMaxSpeed | OverrideMaxSpeed |
FOverrideTurnRate | OverrideTurnRate |
float | PercentMaintainVelocityOnLanded |
FName | PreMovementState |
FHorseMovementInput | PreviousMovementInput |
FName | PreviousMovementState |
FName | SlowDownToKickAttackName |
float | SlowdownToEmoteSpeed |
UCurveFloat * | SpeedToForwardDecelCurve |
UCurveFloat * | SpeedToForwardDecelEmergency |
UCurveFloat * | SpeedToForwardDecelWhileStrafingCurve |
UCurveFloat * | SpeedToTurnRateCurve |
TArray< FName > | StandardMovementStates |
UCurveFloat * | StrafeAngleToTurnMultiplierCurve |
UCurveFloat * | StrafeToTurnRateCurve |
float | StrafeTurnMultiplier |
int32 | StuckPenetratingDirection |
float | TargetOrientationMax |
float | TargetOrientationMin |
float | TurnAgainstWallResistance |
uint8 | bBackwardStrafeAngleRelativeToCamera |
bool | bDidImpact |
bool | bDoStrafeOrbiting |
uint8 | bInvertBackwardsStrafe |
bool | bIsAdjustingFloorHeight |
uint8 | bIsDashDisabled |
bool | bIsEmergencyBrake |
bool | bIsStepUp |
bool | bIsStrafing |
bool | bNeedToRepressKeyForReverse |
bool | bRevertStepUpMovement |
bool | bStuckPenetrating |
bool | bSyncMaintainImpactSpeed |
bool | bUseBreakingState |
Updated on 2025-01-21 at 09:02:24 +0100