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UTBLCharacterMovement

#include <TBLCharacterMovement.h>

Inherits from UTBLCharacterMovementBaseComponent, UCharacterMovementComponent, IReplicatedSubobjectInterface

Public Functions

Name
void ApplyKnockback(UMovementSequence * Sequence, AActor * Initiator)
bool CanSprintAttack() const
bool CanSprintShove() const
void DisableCharacterCollision()
void EnableCharacterCollision()
void EndLadderMovement()
void EndPhysSpawn(bool bDisableRootMotion)
float GetChaseBonusPercent() const
float GetDefaultMovementSpeed()
TEnumAsByte< [[EMovementDirection]] > GetLastHorizontalInput() const
TEnumAsByte< [[EMovementDirection]] > GetLastVerticalInput() const
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
TEnumAsByte< [[EMovementDirection]] > GetMovementDirection(bool bUseInputDirection, bool bUseLastNonZero) const
FVector GetMovementInputDirection(bool bUseLastNonZero) const
FName GetMovementInputName() const
float GetMovementSpeed() const
FName GetMovementState() const
FSprintState GetSprintState()
float GetSprintTime()
void HandleDelaySpawnAnimation()
bool IsCrouchKeyHeld()
bool IsSprintDecelerating() const
bool IsSprinting() const
void LadderDismountPressed()
void LadderDismountReleased()
float MoveDirectionToAngle(TEnumAsByte< [[EMovementDirection]] > Direction) const
FVector MoveDirectionToVector(TEnumAsByte< [[EMovementDirection]] > Direction) const
void MoveIgnoreActorAdd(AActor * ActorToIgnore)
void MoveIgnoreActorRemove(AActor * ActorToIgnore)
void PlaySpawnAnimation(FName Animation)
void PlaySpawnAnimation_Internal(FName Animation)
void ServerLadderDismountPressed()
void ServerPlaySpawnAnimation(FName Animation, float ActorYaw, float ClientTimeStamp)
void SetAltAttackWithMovement(bool bEnable)
void SetAutoSprint(bool bEnable)
void SetAutoSprintKey(bool bSprint)
void SetAutorunElapsedTime(float ElapsedTime)
void SetSprintKey(bool bSprint)
void SetSprintLocked(bool bSprintLock)
void SetWalkKey(bool bWalk)
void SprintDecelerateToSprint(float Speed)
void SprintKeyPressed()
void SprintKeyReleased()
void StartAutoSprint()
void StartCrouch()
void StartDash()
void StartJump()
void StopCrouch()
UTBLCharacterMovement()
void WalkKeyPressed()
void WalkKeyReleased()

Protected Functions

Name
void BroadcastDownToUpLadderAnimation()
void BroadcastIgnoreActorWhenMoving(AActor * ActorToIgnore, bool bShouldIgnore)
void BroadcastPlayLadderAnimation(FName Animation)
void BroadcastSetCharacterCollision(bool bEnabled)
void BroadcastStartVault(AVaultMarker * VaultMarker)
bool CanSprint(bool bStartSprint) const
void ClientForceLadderMovement(bool bDirectionUp)
void ClientMountLadderFailed()
void DownedSprintFinished()
void DownedSprintStart()
void DownedSprintTick(float DeltaSeconds)
void ForceMaxSprint()
void LimitSprintTurnRate(float DeltaTime)
void OnActorHit(AActor * SelfActor, AActor * OtherActor, FVector NormalImpulse, const [[FHitResult]] & Hit)
void OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * CombatState)
void OnDismount(AActor * AttachParent, [[EDismountType]] DismountType)
void OnEquippedItemsChanged()
void OnLadderAnimationEnded()
void OnRep_CharacterMovementState()
void OnRep_RepCurrentSpawnBoost()
void OnRep_ReplicatedSprintTurn()
void ResumeSprintCombatState()
void ServerEndLadderMovement(FEndLadderMovement Params)
void ServerMountLadder(float ClientTimeStamp)
void ServerPlayLadderAnimation(FPlayLadderAnimation Params)
void ServerSetDowned(bool bDowned, float ClientTimeStamp)
void ServerSetMoveBackward(bool bPressed)
void ServerSetMoveLeft(bool bPressed)
void ServerSetMoveRight(bool bPressed)
void ServerStartSpawnBonus(const FStartSpawnBonus & Params)
void SetDownedAutonomous()
void SetDownedTurnRate(bool bDowned)
void SprintDecelerate()
void SprintDecelerateTick(float DeltaSeconds)
void SprintFinished()
void SprintStart()
void SprintStartTick(float DeltaSeconds)
void SprintTick(float DeltaSeconds)
void SprintTurnDecelerate()
void SprintTurnTick(float DeltaSeconds)
void UpdateSprint(float DeltaTime)

Public Attributes

Name
float AutoSprintDelay
float BackSpeedModifier
FVector2D BackStrafeSpeedModifier
FChaseMechanicParams ChaseMechanicParams
float CurrentAimPenalty
float CurrentRangedInaccuracy
FName DelayPlaySpawnAnimation
float DisableSlideMaxAngle
FDisableSprintAttackOnQuickTurn DisableSprintAttackOnQuickTurn
float DownedCapsuleHalfHeight
float DownedCapsuleRadius
float DownedTurnLimit
float ForwardSpeedModifier
FVector2D ForwardStrafeSpeedModifier
float GamepadUsePressedTime
FReplicated_Bool InventoryCanJump
FReplicated_Float InventorySpeedPenalty
FLandingSlowDownParams LandingSlowDownParams
float MinimumCrouchTime
float MoveBackwardHeldTime
float MoveForwardHeldTime
float MoveLeftHeldTime
float MoveRightHeldTime
FOnCrouch OnCrouch
FOnDash OnDash
FCharJumpedSignature OnJump
FCharJumpedSignature OnJumpPressed
FCharLandedSignature OnLanded
FOnMovementInput OnMovementInput
FMovementStateChangedSignature OnMovementStateChanged
FOnMovementStateUpdate OnMovementStateUpdate
FMovementSyncSignature OnMovementSync
FPlayAnimation OnPlayLadderAnimation
FPlayAnimation OnPlaySpawnAnimation
FPostLockMovement OnPostLockMovement
FReverseAnimation OnReverseLadderAnimation
FCharSprintStateSignature OnSprintState
FSprintStopSignature OnSprintStop
FOnSprintTurn OnSprintTurn
FStartedFallingSignature OnStartedFalling
FOnVaultSignature OnVault
FReplicated_Float PerksSpeedBonus
FVector PreMoveVelocity
FSpawnState SpawnState
float SprintForwardAcceleration
int32 SprintHorizLockTurnId
float SprintStrafeAcceleration
FVector2D SprintStrafeSpeedModifier
FSprintTurnParams SprintTurnParams
int32 SprintVerticalLockTurnId
float StrafeSpeedModifier
float ViewPitchInterpSpeed
float ViewPitchMaxCrouching
float ViewPitchMaxSpinningSpecial
float ViewPitchMaxStanding
float ViewPitchMinCrouching
float ViewPitchMinSpinningSpecial
float ViewPitchMinStanding
float ViewPitchSpinningSpecialInterpSpeed
bool bAltAttackWithMovement
bool bAutoSprint
bool bDisableJump
bool bForceWalk
bool bGamepadSprint
uint8 bIsMovementLocked
bool bMoveBackwardHeld
bool bMoveForwardHeld
bool bMoveLeftHeld
bool bMoveRightHeld
bool bPlayingSpawnAnimation
bool bSprintLocked
bool bWantsToAutoSprint
bool bWantsToSprint

Protected Attributes

Name
TArray< FAimPenalty > ActiveAimPenalties
TArray< FScaleDirectionParams > ActiveScaleDirection
FReplicated_FName CharacterMovementState
FReplicated_Float ChaseBonus
float ChaseTime
float CrouchStartTime
FFindFloorResult CurrentFollowGround
float DashCooldown
float DefaultMovementSpeed
FDismountBlendParams DismountBlendParams
float DownedMovementSpeed
float DownedSprintSpeed
int32 DownedTurnRateId
float FallingStartTime
float JumpCooldown
float JumpFromDashCooldown
FLadderRootMotionBlend LadderRootMotionBlend
FLadderRotationBlend LadderRotationBlend
FLadderState LadderState
float LastDashTime
double LastFindFloorTime
FVector LastHitDirection
FReplicated_EMovementDirection LastHorizontalInput
float LastLandedTime
FVector LastNonZeroAcceleration
FVector LastNonZeroVelocity
float LastTickSprintSpeed
float LastTurnTime
FReplicated_EMovementDirection LastVerticalInput
int32 MovementBlockId
UMovementModifierComponent * MovementModifiers
float MovementSpeed
FReplicated_Float RepCurrentSpawnBoost
FReplicated_FReplicatedSprintTurn ReplicatedSprintTurn
int32 ScaleDirectionalMovementId
FSpawnBoost SpawnBoost
float SprintBaseSpeed
float SprintDeceleration
float SprintMaxSpeed
float SprintStartMinTime
float SprintStartTime
FSprintState SprintState
float SprintTime
UStatsComponent * Stats
float StrafeAccelerationModifier
FVector TeleportLocation
FRotator TeleportRotation
float TeleportTime
int32 UpdateSpawnBonusHandle
bool bCharacterCollisionEnabled
bool bForceMaxSprint
bool bIsAutorunSprinting
bool bIsCrouchHeld
bool bIsCrouchKeyHeld
uint8 bIsDowned
uint8 bIsPossessed
FReplicated_Bool bIsSprinting
float bMovementBlockEndOnLanding
bool bTeleport

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