24 UFUNCTION(BlueprintCallable, Category=
"Character")
25 virtual
float PlayReplicatedMontage(UAnimMontage* MontageToPlay, const
float InPlayRate = 1.0f, const EMontagePlayReturnType ReturnValueType = EMontagePlayReturnType::Duration,
26 const
float InTimeToStartMontageAt = 0.0f, const
bool bStopAllMontages = true) = 0;
28 UFUNCTION(BlueprintCallable, Category="
Character")
29 virtual
void StopReplicatedMontage(const
float InBlendOutTime, const UAnimMontage* Montage) = 0;
31 UFUNCTION(BlueprintCallable, Category="
Character")
32 virtual USkeletalMeshComponent* GetCharacterMesh() const = 0;
33 UFUNCTION(BlueprintCallable, Category="
Character")
34 virtual UPrimitiveComponent* GetPrimitiveComponent() = 0;
36 UFUNCTION(BlueprintCallable, Category="
Character")
37 virtual
void OnPawnSpawned() = 0;
39 UFUNCTION(BlueprintCallable, Category="
Character")
41 UFUNCTION(BlueprintCallable, Category="
Character")
42 virtual
void RagdollStop() = 0;
46 virtual
bool GetCharacterHealth(
float&
Health,
float& MaxHealth) const = 0;
50 UFUNCTION(BlueprintCallable, Category="
Character")
53 virtual USceneComponent* GetThrowPoint() const = 0;
54 virtual
void GetThrowStats(FTransform& OutTransform, FVector& OutThrowForce) const = 0;
56 virtual
void CharacterModeChanged(const FGameplayTag& NewMode) = 0;
58 virtual
bool GetAudioSocketLocation(const FName& AudioSocket, FVector&
Location) const = 0;