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UStatsComponent

#include <StatsComponent.h>

Inherits from UTBLComponent, IReplicatedSubobjectInterface, UActorComponent

Public Functions

Name
void AddStamina(float Amount)
void ApplyBonus([[EStat]] Stat, float Value, bool bCanOverCharge)
void ApplyBonusPercent([[EStat]] Stat, float Value, bool bCanOverCharge)
void ApplyModDelta(TEnumAsByte< [[EMod::Type]] > Mod, int32 Delta)
bool ApplyPlayerCountHealthScalingCurve(UObject * Target, UCurveFloat * OverrideCurve)
float Bonus([[EStat]] Stat) const
float BonusPercent([[EStat]] Stat) const
void BroadcastDamageTaken(FDamageTakenEventCompressed Event, int32 InvocationId)
void BroadcastHealOverTime(float Amount, float Speed, UCurveFloat * Curve, ATBLPlayerState * InstigatorPlayerState, bool bOverheal, [[EHealingSource]] HealingSource)
void BroadcastKilled(const TArray< AActor * > & Killers, FBroadcastKilledParams Params)
float Current([[EStat]] Stat) const
int32 DisableRegeneration([[EStat]] Stat)
void DrainStamina(float Amount)
[[EFaction]] GetAllowedDamagingFaction()
int32 GetExperienceLevel()
float GetHealOverTimeLeft() const
float GetHealthPercent() const
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
FStatEntry GetStat([[EStat]] Stat) const
UStatsDelegateObject * GetStatChangedDelegate([[EStat]] Stat)
bool HasHealOverTime() const
bool HasHealOverTimeOfSource([[EHealingSource]] HealingSource) const
bool HasMod(TEnumAsByte< [[EMod::Type]] > Mod) const
bool IsDead() const
bool IsRegenerationDisabled([[EStat]] Stat)
bool IsValidDamagingFaction([[EFaction]] inDamageFaction)
void OnRep_Health()
void OnRep_MaxHealth()
void OnRep_Stamina()
void ReceiveExperienceChanged(float Amount, UDamageSource * DamageSource, AActor * InitiatorActor)
void ReceiveHealthChanged(float Amount, UDamageSource * DamageSource, AActor * InitiatorActor)
void ServerDebugApplyBonus([[EStat]] Stat, float Value)
void ServerDebugApplyDamage(float Damage, UDamageSource * DamageSource)
void ServerDebugSetBase([[EStat]] Stat, float Value)
void SetAllowedDamagingFaction([[EFaction]] InFaction)
void SetBase([[EStat]] Stat, float Value, bool bCanOverCharge)
void StartHealOverTime(float Amount, float Speed, UCurveFloat * Curve, ATBLCharacter * Healer, ATBLPlayerState * InstigatorPlayerState, bool AwardHealingScore, bool bOverheal, [[EHealingSource]] HealingSource)
UStatsComponent()
void UndoDisableRegeneration(int32 ID)
float base([[EStat]] Stat) const

Public Attributes

Name
TArray< UDamageSource * > AllowedDamageSource
TArray< FBaseStatEntry > BaseStats
FDamageTakenEvent LastDamageEvent
float LastParrySuccessTime
FReplicatedArray_FModEntry Mods
[[EConditionType]] OnDamageApplyCondition
FDamageTakenSignature OnDamageCaused
FDamageFailedSignature OnDamageFailed
FDamageTakenSignature OnDamageTaken
FExperienceLevelChangedSignature OnExperienceLevelChanged
FOnHealOverTime OnHealOverTimeAdded
FOnHealOverTimeEnded OnHealOverTimeEnd
FOnHealOverTime OnHealOverTimeStart
FKilledSignature OnKilled
FOnNeedsHealingChanged OnNeedsHealingChanged
FPostDamageTakenSignature OnPostDamageTaken
FPreBroadcastDamageSignature OnPreBroadcastDamage
FDamageTakenSignature OnPreDamageTaken
FScoredKillSignature OnScoredKill
FOnStaminaDrained OnStaminaDrained
FStatsChangedSignature OnStatChanged
FStatHealthChangedSignature OnStatHealthChanged
FStatsComponentInitialized OnStatsComponentInitialized
[[ETeamDamageOptions]] OnTeamDamage
UCurveFloat * PlayerCountHealthScalingCurve
float PreviousStaminaReduction
FReplicated_Float ReplicatedHealth
FReplicated_Float ReplicatedMaxHealth
FReplicated_Float ReplicatedStamina
TArray< UStatsDelegateObject * > StatChangedDelegates
TArray< FStatRegeneration > StatRegeneration
FStatsArray Stats
UDataTable * StatsDataTable
FName StatsDataTableRowName
bool bAppliedPlayerCountHealthScaling
bool bDebugGotoDowned
bool bDisableProjectileDamage
bool bDisableRegenTimer
bool bEnableSiegeDamage
bool bReplicateStats
bool bStatsScaleToPlayerCount
bool bStopProjectileOnBlockingHit

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