UInputReplayComponent¶
#include <InputReplayComponent.h>
Inherits from UActorComponent
Public Functions¶
Name | |
---|---|
void | AutoInputRec() |
void | InputAppend(const FString & NewReplayName, const FString & ReplayName2) |
void | InputCopyToOtherChars(const FString & NewReplayName) |
void | InputPlay(const FString & NewReplayName) |
void | InputRec(const FString & NewReplayName) |
void | InputStop() |
void | SaveAutoInputRecord() |
UInputReplayComponent() |
Protected Functions¶
Name | |
---|---|
void | AdvanceFrame() |
void | ClearInput() |
void | DoFrame(float DeltaTime) |
void | DoKeyEvent(uint8 KeyBind, TEnumAsByte< EInputEvent > KeyEvent) |
FReplayCharacterState | GetCharacterState(ATBLCharacter * Character) |
int32 | GetCurrentFrame() |
UInputReplay * | GetInputReplay() |
int32 | GetNumFrames() |
float | GetRelativeFacingAngle(AActor * Actor) |
FVector | GetRelativeLocation(AActor * Actor) |
void | SetReplayState(TEnumAsByte< [[EInputReplayState::Type]] > NewReplayState) |
void | UpdateReplay(float DeltaTime) |
Public Attributes¶
Name | |
---|---|
FRotator | TargetRotation |
bool | bValidRotation |
Protected Attributes¶
Name | |
---|---|
int32 | CurrentFrame |
FInputReplayValues | InputFrame |
UInputReplay * | InputReplay |
FRotator | LastControlRotation |
float | PlaybackFrameTime |
TArray< uint8 > | PlaybackPressed |
FString | ReplayName |
TEnumAsByte< [[EInputReplayState::Type]] > | ReplayState |
bool | bAutoInputRec |
bool | bDoObjective |
bool | bNewReplayFrame |
Updated on 2025-01-21 at 09:02:24 +0100