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UPushingComponent

#include <PushingComponent.h>

Inherits from UActorComponent, IReplicatedSubobjectInterface

Public Functions

Name
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
void SetPushingDirection([[EPushingDirection]] Direction)
UPushingComponent()

Protected Functions

Name
bool FindOverlappingCharacters(TArray< ATBLCharacterBase * > & OutCharacters, FVector Offset)
TArray< UPrimitiveComponent * > GetCollisionComponents()
FVector GetFallingPushDirection(AActor * PushingActor, AActor * OtherActor, float DeltaSeconds)
FVector GetOwnerVelocity()
FVector GetPushVelocity(AActor * PushingActor, AActor * OtherActor)
float GetPushingRadius(AActor * Actor)
bool HasEqualPriority(AActor * OtherActor)
void OnCharacterMovementUpdated(float DeltaSeconds, FVector OldLocation, FVector OldVelocity)
void OnRep_DesiredPushedVelocity()
void OnRep_PushingPriority()
void PushActor(AActor * Actor, FVector PushVel)
void SetPushedVelocity(FVector PushVel)
bool ShouldPush(AActor * OtherActor)
void UpdatePushed(float DeltaTime)
void UpdatePushing(float DeltaSeconds, const FVector & OldLocation)
void UpdatePushingWhileFalling(float DeltaSeconds)

Public Attributes

Name
FName CollisionProfileName
float FallingOverlapOffset
float FallingPushBackSpeed
float FallingPushSpeed
float MaxPushSpeed
float MinPushSpeed
FPushingOverlapCharacters OnOverlapCharacters
FVector PushedVelocity
bool bCannotBePushed

Protected Attributes

Name
int32 BasePushingPriority
FReplicated_FVector DesiredPushedVelocity
FVector PreviousLocation
FPushOverTime PushOverTimeParams
float PushedTime
[[EPushingDirection]] PushingDirection
int32 PushingInstanceId
TMap< int32, int32 > PushingInstances
FReplicated_Int32 PushingPriority
FVector Velocity
bool bOwnerIsCharacter

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