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UPerksComponent

#include <PerksComponent.h>

Inherits from UActorComponent

Public Functions

Name
void AddTemporaryPerk([[ETemporaryPerkType]] TempPerkType)
bool HasPerk([[EPerkType]] PerkType) const
void RemoveTemporaryPerk([[ETemporaryPerkType]] TempPerkType)
UPerksComponent()

Protected Functions

Name
void ApplyHelperBonus()
void OnKilled(const FDeathDamageTakenEvent & Event)
void OnPawnRevived(APawn * RevivedPlayer, APawn * RevivorPlayer)
void OnStartHeal(AActor * HealedActor, [[EHealingSource]] HealingSource)

Public Attributes

Name
float BackstabAngle
UCurveFloat * HealCurve
float HealSpeed
UDataTable * PerksDataTable
UDataTable * TemporaryPerksDataTable

Protected Attributes

Name
TSubclassOf< ATBLCharacter > CurrentClass
TSubclassOf< ATBLCharacter > CurrentSubclass
float EagerBonusDamage
TMap< [[EPerkType]], FName > EnumToName
float HelperHealthBonus
float OneHandWeaponSpeedBonus
ATBLCharacter * OwnerCharacter
float SapperBonusDamage
float SneakyBonusDamage
float SniperBonusDamage
TMap< [[ETemporaryPerkType]], float > TemporaryPerkValues
TArray< [[ETemporaryPerkType]] > TemporaryPerks
uint8 bHasEagerBonus
uint8 bHasSapperBonus
uint8 bHasSneakyBonus
uint8 bHasSniperBonus
uint8 bHasSprintAttack
uint8 bHasSprintCharge
uint8 bHasSprintShove

Updated on 2025-01-21 at 09:02:24 +0100