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