26 UFUNCTION(BlueprintCallable, Category =
"ALS|Mantle System")
28 EDrawDebugTrace::Type DebugType);
30 UFUNCTION(BlueprintCallable, Category =
"ALS|Mantle System")
34 UFUNCTION(BlueprintCallable, Category =
"ALS|Mantle System")
35 void MantleUpdate(
float BlendIn);
37 UFUNCTION(BlueprintCallable, Category =
"ALS|Mantle System")
40 UFUNCTION(BlueprintCallable, Category =
"ALS|Mantle System")
41 void OnOwnerJumpInput();
43 UFUNCTION(BlueprintCallable, Category =
"ALS|Mantle System")
44 void OnOwnerRagdollStateChanged(
bool bRagdollState);
47 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category =
"ALS|Mantle System")
52 UFUNCTION(BlueprintCallable, Category = "ALS|Mantle
System")
53 bool IsMantlePlaying(){
if(MantleTimeline ==
nullptr){
return false;}
return MantleTimeline->IsPlaying();};
56 virtual void TickComponent(
float DeltaTime, ELevelTick TickType,
57 FActorComponentTickFunction* ThisTickFunction)
override;
63 UFUNCTION(BlueprintCallable,
Server, Reliable, Category =
"ALS|Mantle System")
67 UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "ALS|Mantle
System")
72 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Mantle
System")
73 TObjectPtr<UTimelineComponent> MantleTimeline =
nullptr;
75 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
78 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
81 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
84 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
85 TObjectPtr<UCurveFloat> MantleTimelineCurve;
87 static FName NAME_IgnoreOnlyPawn;
89 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
90 FName MantleObjectDetectionProfile = NAME_IgnoreOnlyPawn;
92 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
93 TEnumAsByte<ECollisionChannel> WalkableSurfaceDetectionChannel = ECC_Visibility;
95 UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle
System")
98 UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle
System")
101 UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle
System")
102 FTransform MantleTarget = FTransform::Identity;
104 UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle
System")
105 FTransform MantleActualStartOffset = FTransform::Identity;
107 UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle
System")
108 FTransform MantleAnimatedStartOffset = FTransform::Identity;
111 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle
System")
112 float AcceptableVelocityWhileMantling = 10.0f;
122 bool bPhysicActor = false;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13