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USiegeMountPoint

#include <SiegeMountPoint.h>

Inherits from USceneComponent, IReplicatedSubobjectInterface

Public Functions

Name
void BroadcastDismount([[EDismountType]] DismountType)
void BroadcastInterpToMountLocation(ATBLCharacter * Character)
void BroadcastPendingSpawn(bool bNewPendingSpawn)
bool CanMount(APawn * Pawn)
void DismountPressed()
void OnCharacterKilled(const FDeathDamageTakenEvent & DamageEvent)
void OnCharacterKilledDuringInterp(const FDeathDamageTakenEvent & DamageEvent)
void OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void SetInteractableComponent(UInteractableComponent * Interactable)
USiegeMountPoint()
void UpdateInterpToMountLocation(float DeltaSeconds)
void UsePressed(APawn * InPawn, UInteractableComponent * InInteractable)

Public Attributes

Name
float CameraPitchRotationLimit
float CameraYawRotationLimit
TSubclassOf< UAnimationSet > CharacterAnimationSet
TSubclassOf< UAnimationSet > CharacterAnimationSet1P
FName CharacterAttachSocketName
int32 HorizLockId
float MaxMountAngle
float MaxMountAngleOffset
float MaxMountDistance
FName MountAnimation
FMountBlendParams MountBlendParams
ATBLCharacter * MountedCharacter
FRotator RotationLimitOffset
AInventoryItem * SiegeInventoryItem
TSubclassOf< AInventoryItem > SiegeInventoryItemClass
int32 VertLockId
uint8 bCanDismount
bool bUseMountCombatState

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