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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