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Space Plunder
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#include <ALSBaseCharacter.h>
Public Member Functions | |
| AALSBaseCharacter (const FObjectInitializer &ObjectInitializer) | |
| FORCEINLINE class UALSCharacterMovementComponent * | GetALSMovementComponent () const |
| virtual FVector | GetLeftHandGoal () const override |
| virtual FVector | GetRightHandGoal () const override |
| virtual EALSOverlayState | GetCurrentOverlayState () const override |
| virtual bool | GetIsMantling () const override |
| virtual FORCEINLINE IALSGravityMovementInterface * | GetALSGravityMovementInterface () const override |
| virtual void | Ragdoll () override |
| virtual void | Tick (float DeltaTime) override |
| virtual void | BeginPlay () override |
| virtual void | PostInitializeComponents () override |
| virtual void | GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override |
| UAnimMontage * | GetGetUpAnimation (bool bRagdollFaceUpState) |
| virtual void | RagdollStart () |
| virtual void | RagdollEnd () |
| void | Server_SetMeshLocationDuringRagdoll (FVector MeshLocation) |
| void | SetMovementState (EALSMovementState NewState, bool bForce=false) |
| EALSMovementState | GetMovementState () const |
| EALSMovementState | GetPrevMovementState () const |
| void | SetMovementAction (EALSMovementAction NewAction, bool bForce=false) |
| EALSMovementAction | GetMovementAction () const |
| void | SetStance (EALSStance NewStance, bool bForce=false) |
| EALSStance | GetStance () const |
| void | SetOverlayOverrideState (int32 NewState) |
| int32 | GetOverlayOverrideState () const |
| void | SetGait (EALSGait NewGait, bool bForce=false) |
| EALSGait | GetGait () const |
| EALSGait | GetDesiredGait () const |
| virtual void | SetRotationMode (EALSRotationMode NewRotationMode, bool bForce=false) |
| void | Server_SetRotationMode (EALSRotationMode NewRotationMode, bool bForce) |
| EALSRotationMode | GetRotationMode () const |
| virtual void | SetViewMode (EALSViewMode NewViewMode, bool bForce=false) |
| void | Server_SetViewMode (EALSViewMode NewViewMode, bool bForce) |
| EALSViewMode | GetViewMode () const |
| void | SetOverlayState (EALSOverlayState NewState, bool bForce=false) |
| void | SetGroundedEntryState (EALSGroundedEntryState NewState) |
| void | Server_SetOverlayState (EALSOverlayState NewState, bool bForce) |
| EALSOverlayState | GetOverlayState () const |
| EALSGroundedEntryState | GetGroundedEntryState () const |
| void | EventOnLanded () |
| void | Multicast_OnLanded () |
| void | EventOnJumped () |
| void | Multicast_OnJumped () |
| void | Server_PlayMontage (UAnimMontage *Montage, float PlayRate) |
| void | Multicast_PlayMontage (UAnimMontage *Montage, float PlayRate) |
| void | Server_StopMontage (const float InBlendOutTime, const UAnimMontage *Montage) |
| void | Multicast_StopMontage (const float InBlendOutTime, const UAnimMontage *Montage) |
| void | ReplicatedRagdollStart () |
| void | Server_RagdollStart () |
| void | Multicast_RagdollStart () |
| void | ReplicatedRagdollEnd () |
| void | Server_RagdollEnd (FVector CharacterLocation) |
| void | Multicast_RagdollEnd (FVector CharacterLocation) |
| EALSStance | GetDesiredStance () const |
| void | SetDesiredStance (EALSStance NewStance) |
| void | Server_SetDesiredStance (EALSStance NewStance) |
| void | SetDesiredGait (EALSGait NewGait) |
| void | Server_SetDesiredGait (EALSGait NewGait) |
| EALSRotationMode | GetDesiredRotationMode () const |
| virtual void | SetDesiredRotationMode (EALSRotationMode NewRotMode) |
| void | Server_SetDesiredRotationMode (EALSRotationMode NewRotMode) |
| void | SetActorLocationAndTargetRotation (FVector NewLocation, FRotator NewRotation) |
| bool | HasMovementInput () const |
| FALSMovementSettings | GetTargetMovementSettings () const |
| virtual EALSGait | GetAllowedGait () const |
| EALSGait | GetActualGait (EALSGait AllowedGait) const |
| virtual bool | CanSprint () const |
| void | OnBreakfall () |
| virtual void | OnBreakfall_Implementation () |
| virtual float | PlayReplicatedMontage (UAnimMontage *MontageToPlay, const float InPlayRate, const EMontagePlayReturnType ReturnValueType, const float InTimeToStartMontageAt, const bool bStopAllMontages) override |
| virtual void | StopReplicatedMontage (const float InBlendOutTime, const UAnimMontage *Montage) override |
| void | Replicated_PlayMontage (UAnimMontage *Montage, float PlayRate) |
| virtual void | Replicated_PlayMontage_Implementation (UAnimMontage *Montage, float PlayRate) |
| UAnimMontage * | GetRollAnimation () |
| float | GetAnimCurveValue (FName CurveName) const |
| void | SetVisibleMesh (USkeletalMesh *NewSkeletalMesh) |
| void | Server_SetVisibleMesh (USkeletalMesh *NewSkeletalMesh) |
| bool | IsRightShoulder () const |
| void | SetRightShoulder (const bool bNewRightShoulder) |
| bool | IsAimingDownSights () const |
| virtual bool | GetCanAimDownSights () const |
| void | SetAimDownSights (const bool bNewAimDownSights) |
| virtual ECollisionChannel | GetThirdPersonTraceParams (FVector &TraceOrigin, float &TraceRadius) |
| virtual FTransform | GetThirdPersonPivotTarget () |
| virtual FVector | GetFirstPersonCameraTarget () |
| virtual FVector | GetAimDownSightCameraTarget () const |
| virtual float | GetAimDownSightFOV () const |
| void | GetCameraParameters (float &TPFOVOut, float &FPFOVOut, bool &bRightShoulderOut) const |
| void | SetCameraBehavior (UALSPlayerCameraBehavior *CamBeh) |
| FVector | GetAcceleration () const |
| bool | IsMoving () const |
| bool | GetIsFlying () const |
| FVector | GetMovementInput () const |
| float | GetMovementInputAmount () const |
| float | GetSpeed () const |
| FRotator | GetAimingRotation () const |
| float | GetAimYawRate () const |
| virtual void | ForwardMovementAction (float Value) |
| virtual void | RightMovementAction (float Value) |
| void | CameraUpAction (float Value) |
| void | CameraRightAction (float Value) |
| virtual void | JumpAction (bool bValue) |
| virtual void | SprintAction (bool bValue) |
| virtual void | AimAction (bool bValue) |
| virtual void | CameraTapAction () |
| virtual void | CameraHeldAction () |
| virtual void | StanceAction () |
| void | WalkAction () |
| void | RagdollAction () |
| void | VelocityDirectionAction () |
| void | LookingDirectionAction () |
Public Member Functions inherited from AInteractableCharacter | |
| AInteractableCharacter (const FObjectInitializer &ObjectInitializer) | |
| virtual USceneComponent * | GetThrowPoint () const override |
| virtual void | ReceiveStartFocus (AActor *Caller) |
| virtual void | ReceiveEndFocus (AActor *Caller) |
| virtual void | ReceiveOnInteract (AActor *Caller, const EInteractionType InteractionType) |
| virtual void | ReceiveOnEndInteract (AActor *Caller) |
| virtual void | ReceiveOnOverlap (AActor *Caller) |
| virtual void | ReceiveOnEndOverlap (AActor *Caller) |
| virtual void | ReceiveToggleSwitch (AActor *Caller, const bool bOn) |
Public Member Functions inherited from ACharacterBase | |
| ACharacterBase (const FObjectInitializer &ObjectInitializer) | |
| virtual void | SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override |
| virtual bool | SaveGame () override |
| virtual bool | LoadGame () override |
| virtual USkeletalMeshComponent * | GetCharacterMesh () const override |
| virtual UPrimitiveComponent * | GetPrimitiveComponent () override |
| virtual void | RagdollStop () override |
| virtual bool | GetCharacterHealth (float &Health, float &MaxHealth) const override |
| virtual FCharacterBaseSkills & | GetCharacterSkills () override |
| virtual bool | GetAudioSocketLocation (const FName &AudioSocket, FVector &Location) const override |
| virtual FCharacterInfo | GetCharacterInfo () const override |
| virtual void | GetThrowStats (FTransform &OutTransform, FVector &OutThrowForce) const override |
| virtual void | CharacterModeChanged (const FGameplayTag &NewMode) override |
| virtual int32 | GetStrength () const |
| virtual int32 | GetPerception () const |
| virtual int32 | GetEndurance () const |
| virtual int32 | GetCharisma () const |
| virtual int32 | GetIntelligence () const |
| virtual int32 | GetAgility () const |
| virtual int32 | GetWeaponSkill () const |
| virtual int32 | GetStealth () const |
| virtual int32 | GetLuck () const |
| virtual int32 | GetSkillPoints () const |
Public Attributes | |
| float | GravityMultiplier = 9.8f |
| FJumpPressedSignature | JumpPressedDelegate |
| FOnJumpedSignature | OnJumpedDelegate |
| FRagdollStateChangedSignature | RagdollStateChangedDelegate |
Public Attributes inherited from ACharacterBase | |
| FOnCharacterDeath | OnCharacterDeath |
Protected Member Functions | |
| void | RagdollUpdate (float DeltaTime) |
| void | SetActorLocationDuringRagdoll (float DeltaTime) |
| virtual void | OnMovementModeChanged (EMovementMode PrevMovementMode, uint8 PreviousCustomMode=0) override |
| virtual void | OnMovementStateChanged (EALSMovementState PreviousState) |
| virtual void | OnMovementActionChanged (EALSMovementAction PreviousAction) |
| virtual void | OnStanceChanged (EALSStance PreviousStance) |
| virtual void | OnRotationModeChanged (EALSRotationMode PreviousRotationMode) |
| virtual void | OnGaitChanged (EALSGait PreviousGait) |
| virtual void | OnViewModeChanged (EALSViewMode PreviousViewMode) |
| virtual void | OnOverlayStateChanged (EALSOverlayState PreviousState) |
| virtual void | OnVisibleMeshChanged (const USkeletalMesh *PreviousSkeletalMesh) |
| virtual void | OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust) override |
| virtual void | OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust) override |
| virtual void | OnJumped_Implementation () override |
| virtual void | Landed (const FHitResult &Hit) override |
| void | OnLandFrictionReset () |
| void | SetEssentialValues (float DeltaTime) |
| void | UpdateCharacterMovement () |
| void | UpdateGroundedRotation (float DeltaTime) |
| void | UpdateInAirRotation (float DeltaTime) |
| void | SmoothCharacterRotation (FRotator Target, float TargetInterpSpeed, float ActorInterpSpeed, float DeltaTime) |
| float | CalculateGroundedRotationRate () const |
| void | LimitRotation (float AimYawMin, float AimYawMax, float InterpSpeed, float DeltaTime) |
| void | SetMovementModel () |
| void | ForceUpdateCharacterState () |
| void | OnRep_RotationMode (EALSRotationMode PrevRotMode) |
| void | OnRep_ViewMode (EALSViewMode PrevViewMode) |
| void | OnRep_OverlayState (EALSOverlayState PrevOverlayState) |
| void | OnRep_VisibleMesh (const USkeletalMesh *PreviousSkeletalMesh) |
| void | HandleNonMovingRotation (float DeltaTime) |
Protected Member Functions inherited from AInteractableCharacter | |
| virtual void | OnPawnSpawned () override |
| virtual void | InteractionDataUpdated () |
Protected Member Functions inherited from ACharacterBase | |
| virtual void | NotifyHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit) override |
| virtual void | FallOver (const float WaitTime) |
| void | OnFallOver (const float WaitTime) |
| virtual void | GetUpFromFall () |
| void | OnGetUpFromFall () |
| void | OnRep_CharacterDeath () |
| IPlayerControllerInterface * | GetPlayerControllerInterface () |
| IPlayerStateInterface * | GetPlayerStateInterface () |
| void | LogDebugError (const FString &Message) const |
| void | LogDebugError (const FString &Message, const int32 Value) const |
| void | LogDebugError (const FString &Message, const float Value) const |
| void | LogDebugWarning (const FString &Message) const |
| void | LogDebugWarning (const FString &Message, const int32 Value) const |
| void | LogDebugWarning (const FString &Message, const float Value) const |
| void | LogDebugMessage (const FString &Message, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const int32 Value, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const float Value, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const bool bValue, const bool bWarning, const bool bError) const |
| void | LogOnScreenMessage (const int32 Key, const FString &Message, FColor Color=FColor::Green) const |
| void | SetCategoryName (const FLogCategoryBase &Category) |
Private Member Functions | |
| void | SetupCapsuleComponent () const |
| void | SetupMeshComponent () const |
Private Attributes | |
| TObjectPtr< UALSDebugComponent > | ALSDebugComponent = nullptr |
| AALSBaseCharacter::AALSBaseCharacter | ( | const FObjectInitializer & | ObjectInitializer | ) |
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Reimplemented in AMultiplayerPlayerCharacter, and ACustomPlayerCharacter.
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Reimplemented from AInteractableCharacter.
Reimplemented in AALSCharacter, ACampaignAICharacter, ACampaignPlayerCharacter, ACustomAICharacter, ACustomCharacterBase, ACustomPlayerCharacter, and AMultiplayerPlayerCharacter.
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Reimplemented in AMultiplayerPlayerCharacter.
| void AALSBaseCharacter::CameraRightAction | ( | float | Value | ) |
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Reimplemented in AMultiplayerPlayerCharacter.
| void AALSBaseCharacter::CameraUpAction | ( | float | Value | ) |
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Reimplemented in ACustomAICharacter, and ACustomCharacterBase.
| void AALSBaseCharacter::EventOnJumped | ( | ) |
On Jumped
| void AALSBaseCharacter::EventOnLanded | ( | ) |
Landed, Jumped, Rolling, Mantling and Ragdoll On Landed
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Input
Reimplemented in ACustomCharacterBase.
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Essential Information Getters/Setters
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Reimplemented in ACustomPlayerCharacter.
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Reimplemented in ACustomPlayerCharacter.
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Reimplemented in ACustomCharacterBase, ACustomPlayerCharacter, and AMultiplayerPlayerCharacter.
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Implements IALSCharacterInterface.
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| float AALSBaseCharacter::GetAnimCurveValue | ( | FName | CurveName | ) | const |
Utility
| void AALSBaseCharacter::GetCameraParameters | ( | float & | TPFOVOut, |
| float & | FPFOVOut, | ||
| bool & | bRightShoulderOut ) const |
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Reimplemented in ACustomPlayerCharacter.
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Implements IALSCharacterInterface.
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Reimplemented in AALSCharacter.
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| UAnimMontage * AALSBaseCharacter::GetGetUpAnimation | ( | bool | bRagdollFaceUpState | ) |
Ragdoll System Implement on BP to get required get up animation according to character's state
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Implements IALSCharacterInterface.
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Implements IALSCharacterInterface.
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| FVector AALSBaseCharacter::GetMovementInput | ( | ) | const |
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Implements IALSCharacterInterface.
| UAnimMontage * AALSBaseCharacter::GetRollAnimation | ( | ) |
Implement on BP to get required roll animation according to character's state
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| FALSMovementSettings AALSBaseCharacter::GetTargetMovementSettings | ( | ) | const |
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Reimplemented in AALSCharacter.
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Reimplemented in AALSCharacter.
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Movement System
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Camera System
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Reimplemented in ACustomCharacterBase.
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Reimplemented in ACustomCharacterBase.
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| void AALSBaseCharacter::LookingDirectionAction | ( | ) |
| void AALSBaseCharacter::Multicast_OnJumped | ( | ) |
| void AALSBaseCharacter::Multicast_OnLanded | ( | ) |
| void AALSBaseCharacter::Multicast_PlayMontage | ( | UAnimMontage * | Montage, |
| float | PlayRate ) |
| void AALSBaseCharacter::Multicast_RagdollEnd | ( | FVector | CharacterLocation | ) |
| void AALSBaseCharacter::Multicast_RagdollStart | ( | ) |
| void AALSBaseCharacter::Multicast_StopMontage | ( | const float | InBlendOutTime, |
| const UAnimMontage * | Montage ) |
| void AALSBaseCharacter::OnBreakfall | ( | ) |
BP implementable function that called when Breakfall starts
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Reimplemented in ACustomCharacterBase.
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State Changes
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Reimplemented in AALSCharacter.
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Replication
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Reimplemented in ACustomPlayerCharacter.
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Reimplemented from ACharacterBase.
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Reimplemented from ACharacterBase.
| void AALSBaseCharacter::RagdollAction | ( | ) |
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Re-enable Replicate Movement and if the host is a dedicated server set mesh visibility based anim tick option back to default
Reimplemented in AALSCharacter, ACustomAICharacter, and ACustomCharacterBase.
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When Networked, disables replicate movement reset TargetRagdollLocation and ServerRagdollPull variable and if the host is a dedicated server, change character mesh optimisation option to avoid z-location bug
Reimplemented in AALSCharacter, ACustomAICharacter, and ACustomCharacterBase.
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Ragdoll System
| void AALSBaseCharacter::Replicated_PlayMontage | ( | UAnimMontage * | Montage, |
| float | PlayRate ) |
BP implementable function that called when A Montage starts, e.g. during rolling
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| void AALSBaseCharacter::ReplicatedRagdollEnd | ( | ) |
| void AALSBaseCharacter::ReplicatedRagdollStart | ( | ) |
Ragdolling
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Reimplemented in ACustomCharacterBase.
| void AALSBaseCharacter::Server_PlayMontage | ( | UAnimMontage * | Montage, |
| float | PlayRate ) |
Rolling Montage Play Replication
| void AALSBaseCharacter::Server_RagdollEnd | ( | FVector | CharacterLocation | ) |
| void AALSBaseCharacter::Server_RagdollStart | ( | ) |
| void AALSBaseCharacter::Server_SetDesiredGait | ( | EALSGait | NewGait | ) |
| void AALSBaseCharacter::Server_SetDesiredRotationMode | ( | EALSRotationMode | NewRotMode | ) |
| void AALSBaseCharacter::Server_SetDesiredStance | ( | EALSStance | NewStance | ) |
| void AALSBaseCharacter::Server_SetMeshLocationDuringRagdoll | ( | FVector | MeshLocation | ) |
| void AALSBaseCharacter::Server_SetOverlayState | ( | EALSOverlayState | NewState, |
| bool | bForce ) |
| void AALSBaseCharacter::Server_SetRotationMode | ( | EALSRotationMode | NewRotationMode, |
| bool | bForce ) |
| void AALSBaseCharacter::Server_SetViewMode | ( | EALSViewMode | NewViewMode, |
| bool | bForce ) |
| void AALSBaseCharacter::Server_SetVisibleMesh | ( | USkeletalMesh * | NewSkeletalMesh | ) |
| void AALSBaseCharacter::Server_StopMontage | ( | const float | InBlendOutTime, |
| const UAnimMontage * | Montage ) |
| void AALSBaseCharacter::SetActorLocationAndTargetRotation | ( | FVector | NewLocation, |
| FRotator | NewRotation ) |
Rotation System
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Check if Socket exists, if not use other case
| void AALSBaseCharacter::SetAimDownSights | ( | const bool | bNewAimDownSights | ) |
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| void AALSBaseCharacter::SetDesiredGait | ( | EALSGait | NewGait | ) |
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Reimplemented in AMultiplayerPlayerCharacter.
| void AALSBaseCharacter::SetDesiredStance | ( | EALSStance | NewStance | ) |
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| void AALSBaseCharacter::SetGait | ( | EALSGait | NewGait, |
| bool | bForce = false ) |
| void AALSBaseCharacter::SetGroundedEntryState | ( | EALSGroundedEntryState | NewState | ) |
| void AALSBaseCharacter::SetMovementAction | ( | EALSMovementAction | NewAction, |
| bool | bForce = false ) |
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| void AALSBaseCharacter::SetMovementState | ( | EALSMovementState | NewState, |
| bool | bForce = false ) |
Character States
| void AALSBaseCharacter::SetOverlayOverrideState | ( | int32 | NewState | ) |
| void AALSBaseCharacter::SetOverlayState | ( | EALSOverlayState | NewState, |
| bool | bForce = false ) |
| void AALSBaseCharacter::SetRightShoulder | ( | const bool | bNewRightShoulder | ) |
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Reimplemented in AMultiplayerPlayerCharacter.
| void AALSBaseCharacter::SetStance | ( | EALSStance | NewStance, |
| bool | bForce = false ) |
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Reimplemented in AMultiplayerPlayerCharacter.
| void AALSBaseCharacter::SetVisibleMesh | ( | USkeletalMesh * | NewSkeletalMesh | ) |
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Utils
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Reimplemented in ACustomCharacterBase.
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Reimplemented in ACustomCharacterBase, and ACustomPlayerCharacter.
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Reimplemented from ACharacterBase.
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Reimplemented from ACharacterBase.
Reimplemented in ACustomAICharacter, ACustomCharacterBase, AALSCharacter, ACampaignAICharacter, and ACustomPlayerCharacter.
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| void AALSBaseCharacter::VelocityDirectionAction | ( | ) |
| void AALSBaseCharacter::WalkAction | ( | ) |
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Essential Information
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Breakfall System If player hits to the ground with a specified amount of velocity, switch to breakfall state
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We won't use curve based movement and a few other features on networked games
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Optimizations
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If player hits to the ground with a specified amount of velocity, switch to ragdoll state
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If player hits to the ground with an amount of velocity greater than specified value, switch to breakfall state
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Ragdoll System If the skeleton uses a reversed pelvis bone, flip the calculation operator
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Optimizations
Input
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Replicated Essential Information
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| float AALSBaseCharacter::GravityMultiplier = 9.8f |
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| FJumpPressedSignature AALSBaseCharacter::JumpPressedDelegate |
Input
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Last time the 'first' crouch/roll button is pressed
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Movement System
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Movement System
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| FOnJumpedSignature AALSBaseCharacter::OnJumpedDelegate |
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State Values
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Cached Variables
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If player hits to the ground with an amount of velocity greater than specified value, switch to ragdoll state
| FRagdollStateChangedSignature AALSBaseCharacter::RagdollStateChangedDelegate |
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Rotation System
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Camera System
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Replicated Skeletal Mesh Information
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