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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