Space Plunder
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CustomCharacter.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "UObject/Interface.h"
7#include "NativeGameplayTags.h"
8#include "CustomCharacter.generated.h"
9
11// This class does not need to be modified.
12UINTERFACE(MinimalAPI, meta = (CannotImplementInterfaceInBlueprint))
13class UCharacterBaseInterface : public UInterface
14{
15 GENERATED_BODY()
16};
17
18class BASEHELPERS_API ICharacterBaseInterface
19{
20 GENERATED_BODY()
21
22public:
23
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;
27
28 UFUNCTION(BlueprintCallable, Category="Character")
29 virtual void StopReplicatedMontage(const float InBlendOutTime, const UAnimMontage* Montage) = 0;
30
31 UFUNCTION(BlueprintCallable, Category="Character")
32 virtual USkeletalMeshComponent* GetCharacterMesh() const = 0;
33 UFUNCTION(BlueprintCallable, Category="Character")
34 virtual UPrimitiveComponent* GetPrimitiveComponent() = 0;
35
36 UFUNCTION(BlueprintCallable, Category="Character")
37 virtual void OnPawnSpawned() = 0;
38
39 UFUNCTION(BlueprintCallable, Category="Character")
40 virtual void Ragdoll() = 0;
41 UFUNCTION(BlueprintCallable, Category="Character")
42 virtual void RagdollStop() = 0;
43
45 UFUNCTION(BlueprintCallable, Category="Custom Character")
46 virtual bool GetCharacterHealth(float& Health, float& MaxHealth) const = 0;
47
48 virtual FCharacterBaseSkills& GetCharacterSkills() = 0;
49
50 UFUNCTION(BlueprintCallable, Category="Character")
51 virtual FCharacterInfo GetCharacterInfo() const = 0;
52
53 virtual USceneComponent* GetThrowPoint() const = 0;
54 virtual void GetThrowStats(FTransform& OutTransform, FVector& OutThrowForce) const = 0;
55
56 virtual void CharacterModeChanged(const FGameplayTag& NewMode) = 0;
57
58 virtual bool GetAudioSocketLocation(const FName& AudioSocket, FVector& Location) const = 0;
59 // {
60 // return false;
61 // };
62
63 // UFUNCTION(BlueprintCallable, Category="Custom Character")
64 // USceneComponent* GetWaypoint
65
66};
Definition Health.Build.cs:6
Definition CustomCharacter.h:19
Definition CustomCharacter.h:14
Definition BaseData.h:815
Definition BaseData.h:310