UTBLHorseAnimInstance¶
#include <TBLHorseAnimInstance.h>
Inherits from UTBLAnimInstance, UAnimInstance
Public Functions¶
Name | |
---|---|
void | AnimNotify_DeathAnim_End() |
void | EventDamageNoInterrupt(const FAnimDamageParams & DamageEvent) |
void | EventOnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | EventOnDismounted([[EDismountType]] DismountType) |
void | EventOnHorseBump(AActor * OtherActor, FName Direction, float Angle, float BumpVelocity, bool bRearImpact) |
void | EventOnHorseToCharacterImpact(ATBLCharacter * TargetCharacter, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToCharacterImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed) |
void | EventOnHorseToHorseImpact(AHorse * TargetHorse, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToHorseImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed) |
void | EventOnHorseToWorldImpact([[FHitResult]] Hit, [[EHorseImpactLocation]] ImpactLocation, [[EHorseToWorldImpactType]] ImpactType, FName ImpactCombatState, float ImpactSpeed) |
void | EventOnInterrupt(const FAnimDamageParams & DamageEvent) |
void | EventOnKilled() |
void | EventOnKnockdown(const FAnimDamageParams & DamageEvent) |
void | EventOnMounted(FName Direction) |
void | EventOnMovementActionStarted(FName MovementName, FRotator Direction) |
void | EventOnMovementDirectionChanged() |
void | EventOnMovementStateChanged(FName InMovementState, FName InPreviousMovementState) |
void | EventOnRiderCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | EventOnStagger(const FAnimDamageParams & DamageEvent) |
void | EventOnStartAttack(FName InAbilityName, FName InCombatState, FName InComboState, UAttackType * InAttackType) |
void | EventOnStartDismount(FName Direction) |
void | EventOnWantsToGallop(bool bWantsToGallop) |
FVector | GetHorseMomentumBasedScale(AActor * InitiatorActor, FName AbilityName, TSubclassOf< AInventoryItem > InventoryItemClass) |
bool | IsPlayingMountAnimation() |
void | OnAnimationSetChanged(TSubclassOf< UAnimationSet > AnimationSet) |
void | OnCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | OnCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo) |
void | OnCrowdControl(FName InCombatState, const FAnimDamageParams & DamageEvent, [[ECrowdControlVariant]] CrowdControlVariant) |
void | OnCrowdControlNoDamage(AActor * OwningActor, FName InCombatState, FCrowdControlParams CrowdControlParams) |
void | OnDismounted(ATBLCharacter * Driver, [[EDismountType]] DismountType) |
void | OnInterpToMountLocation(FName AnimationName, ATBLCharacter * Character) |
void | OnKickNoDriver() |
void | OnKilled(const FDeathDamageTakenEvent & DamageEvent) |
void | OnMounted(ATBLCharacter * Driver) |
void | OnMovementActionFinished(FName MovementName) |
void | OnMovementActionStarted(FName MovementName, FRotator Direction) |
void | OnPostDamage(const FDamageTakenEvent & DamageEvent, const FPostDamageEventInfo & PostDamageInfo) |
void | OnRiderCombatStateChanged(AActor * Actor, FName PreviousState, FName NewState, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState) |
void | OnRiderCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo) |
void | OnSignificanceChanged([[ECharacterSignificanceLevel]] InSignificance) |
void | OnStartAttack() |
void | PlayDismountAnimation(FName AnimationName) |
void | PlayLandedAnimation() |
void | PlayMountAnimation(FName AnimationName) |
void | StopDismountAnimation() |
UTBLHorseAnimInstance() | |
void | UpdateFootStepSounds(float DeltaSeconds, bool bHidden) |
Public Attributes¶
Name | |
---|---|
float | AimDirection |
UAnimationSet * | AnimationSetBase |
TArray< FName > | AttackCombatStates |
float | CameraRelativeFacingAngle |
float | CameraRelativeInputAngle |
FName | CombatState |
UAnimMontage * | CurrentAttackMontage |
float | CurrentGroundSpeed |
float | CurrentSpeed |
TMap< FName, FName > | DeathMontages |
UAnimMontage * | DismountMontage |
bool | HasRider |
AHorse * | Horse |
UHorseMovement * | HorseMovement |
bool | IsDead |
bool | IsLunge |
TMap< FName, FName > | MountUpSections |
float | MovementAcceleration |
float | MovementDirection |
FName | MovementState |
float | MovementStateMaxSpeed |
float | MovementStateWeight |
FAnimNotifyStepEvent | OnAnimNotifyStepEvent |
TSubclassOf< UAnimationSet > | PreviewAnimationSet |
float | PreviousInputDirection |
FName | PreviousMovementState |
float | PreviousSpeed |
float | PreviousTurnRate |
FVector2D | ProcessedInput |
UTBLCharacterAnimInstance_Playable * | RiderAnimBP |
TMap< FName, FName > | RiderCrowdControlMontage |
TMap< FName, FName > | RiderCrowdControlMontage1P |
[[ECharacterSignificanceLevel]] | SignificanceLevel |
FRotator | SlopeAngle |
float | SlopeWeight |
float | StrafeWeight |
float | TurnRate |
float | TurnRateAccel |
float | TurnRateAccelInterpSpeed |
float | TurnRateInterpSpeed |
float | TurnRateStopDelay |
float | TurnRateStopTime |
bool | WasRecentlyRendered |
Updated on 2025-01-21 at 09:02:25 +0100