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AALSCharacter Class Reference

#include <ALSCharacter.h>

Inheritance diagram for AALSCharacter:
AALSBaseCharacter AInteractableCharacter IALSCharacterInterface ACharacterBase ICharacterBaseInterface ISaveLoad IBaseInterface ACustomCharacterBase ACustomAICharacter ACustomPlayerCharacter ACampaignAICharacter AHordeAICharacter ACampaignPlayerCharacter AMultiplayerPlayerCharacter

Public Member Functions

 AALSCharacter (const FObjectInitializer &ObjectInitializer)
 
void UpdateHeldObject ()
 
void ClearHeldObject ()
 
void AttachToHand (UStaticMesh *NewStaticMesh, USkeletalMesh *NewSkeletalMesh, class UClass *NewAnimClass, bool bLeftHand, FVector Offset)
 
virtual void RagdollStart () override
 
virtual void RagdollEnd () override
 
virtual ECollisionChannel GetThirdPersonTraceParams (FVector &TraceOrigin, float &TraceRadius) override
 
virtual FTransform GetThirdPersonPivotTarget () override
 
virtual FVector GetFirstPersonCameraTarget () override
 
- Public Member Functions inherited from AALSBaseCharacter
 AALSBaseCharacter (const FObjectInitializer &ObjectInitializer)
 
FORCEINLINE class UALSCharacterMovementComponentGetALSMovementComponent () const
 
virtual FVector GetLeftHandGoal () const override
 
virtual FVector GetRightHandGoal () const override
 
virtual EALSOverlayState GetCurrentOverlayState () const override
 
virtual bool GetIsMantling () const override
 
virtual FORCEINLINE IALSGravityMovementInterfaceGetALSGravityMovementInterface () const override
 
virtual void Ragdoll () override
 
virtual void PostInitializeComponents () override
 
virtual void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
UAnimMontage * GetGetUpAnimation (bool bRagdollFaceUpState)
 
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 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 FCharacterBaseSkillsGetCharacterSkills () 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
 

Protected Member Functions

virtual void Tick (float DeltaTime) override
 
virtual void BeginPlay () override
 
virtual void OnOverlayStateChanged (EALSOverlayState PreviousState) override
 
void UpdateHeldObjectAnimations ()
 
- Protected Member Functions inherited from AALSBaseCharacter
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 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 ()
 
IPlayerControllerInterfaceGetPlayerControllerInterface ()
 
IPlayerStateInterfaceGetPlayerStateInterface ()
 
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)
 

Protected Attributes

TObjectPtr< USceneComponent > HeldObjectRoot = nullptr
 
TObjectPtr< USkeletalMeshComponent > SkeletalMesh = nullptr
 
TObjectPtr< UStaticMeshComponent > StaticMesh = nullptr
 
- Protected Attributes inherited from AALSBaseCharacter
TObjectPtr< UALSCharacterMovementComponentMyCharacterMovementComponent
 
bool bOptimizeGroundRotation = true
 
bool bOptimizeAnimValues = true
 
FALSAnimValues AnimValues
 
IALSAnimInterfaceAnimInstanceInterface
 
EALSRotationMode DesiredRotationMode = EALSRotationMode::LookingDirection
 
EALSGait DesiredGait = EALSGait::Running
 
EALSStance DesiredStance = EALSStance::Standing
 
float LookUpDownRate = 1.25f
 
float LookLeftRightRate = 1.25f
 
float RollDoubleTapTimeout = 0.3f
 
bool bBreakFall = false
 
bool bSprintHeld = false
 
float ThirdPersonFOV = 90.0f
 
float FirstPersonFOV = 90.0f
 
bool bRightShoulder = false
 
bool bAimDownSights = false
 
FDataTableRowHandle MovementModel
 
FVector Acceleration = FVector::ZeroVector
 
bool bIsMoving = false
 
bool bIsFlying = false
 
bool bHasMovementInput = false
 
FRotator LastVelocityRotation
 
FRotator LastMovementInputRotation
 
float Speed = 0.0f
 
float MovementInputAmount = 0.0f
 
float AimYawRate = 0.0f
 
float EasedMaxAcceleration = 0.0f
 
FVector ReplicatedCurrentAcceleration = FVector::ZeroVector
 
FRotator ReplicatedControlRotation = FRotator::ZeroRotator
 
TObjectPtr< USkeletalMesh > VisibleMesh = nullptr
 
EALSOverlayState OverlayState = EALSOverlayState::Default
 
EALSGroundedEntryState GroundedEntryState
 
EALSMovementState MovementState = EALSMovementState::None
 
EALSMovementState PrevMovementState = EALSMovementState::None
 
EALSMovementAction MovementAction = EALSMovementAction::None
 
EALSRotationMode RotationMode = EALSRotationMode::LookingDirection
 
EALSGait Gait = EALSGait::Walking
 
EALSStance Stance = EALSStance::Standing
 
EALSViewMode ViewMode = EALSViewMode::ThirdPerson
 
int32 OverlayOverrideState = 0
 
FALSMovementStateSettings MovementData
 
FRotator TargetRotation = FRotator::ZeroRotator
 
FRotator InAirRotation = FRotator::ZeroRotator
 
float YawOffset = 0.0f
 
bool bBreakfallOnLand = true
 
float BreakfallOnLandVelocity = 700.0f
 
bool bReversedPelvis = false
 
bool bRagdollOnLand = false
 
float RagdollOnLandVelocity = 1000.0f
 
bool bRagdollOnGround = false
 
bool bRagdollFaceUp = false
 
FVector LastRagdollVelocity = FVector::ZeroVector
 
FVector TargetRagdollLocation = FVector::ZeroVector
 
float ServerRagdollPull = 0.0f
 
EVisibilityBasedAnimTickOption DefVisBasedTickOp
 
bool bPreRagdollURO = false
 
FVector PreviousVelocity = FVector::ZeroVector
 
float PreviousAimYaw = 0.0f
 
TObjectPtr< UALSPlayerCameraBehaviorCameraBehavior
 
float LastStanceInputTime = 0.0f
 
FTimerHandle OnLandedFrictionResetTimer
 
FRotator AimingRotation = FRotator::ZeroRotator
 
bool bEnableNetworkOptimizations = false
 
bool bForceEnableNetworkOptimizationsOff = false
 
- Protected Attributes inherited from AInteractableCharacter
USceneComponent * ThrowPoint
 
class UInteractionComponent * InteractionComponent
 
class UInteractableActorComponent * InteractableActorComponent
 
class USphereComponent * InteractionSphere
 
class UInventoryComponent * InventoryComponent
 
class UAudioReactionComponent * AudioReactionComponent
 
bool bAlwaysShowOutline = false
 
- Protected Attributes inherited from ACharacterBase
bool bDebuggingMode = false
 
FCharacterBaseSkills CharacterSkills
 
FCharacterInfo CharacterInfo
 
bool bDead = false
 
float PickupThrowIntensity = 500.0f
 
bool bCanBePushed = false
 
float HitVelocityThreshold = 50.0f
 
float HitVelocityMultiplier = 5.0f
 
float HitReactionMultiplier = 0.01f
 
bool bPushHitReaction = true
 
bool bAddMovementInput = true
 
bool bAddCharacterMovement = true
 
float PushFallVelocityThreshold = 200.0f
 
float PushedFallVelocityThreshold = 500.0f
 
float PushedFallOverWaitTime = 2.0f
 

Private Attributes

bool bNeedsColorReset = false
 

Additional Inherited Members

- Public Attributes inherited from AALSBaseCharacter
float GravityMultiplier = 9.8f
 
FJumpPressedSignature JumpPressedDelegate
 
FOnJumpedSignature OnJumpedDelegate
 
FRagdollStateChangedSignature RagdollStateChangedDelegate
 
- Public Attributes inherited from ACharacterBase
FOnCharacterDeath OnCharacterDeath
 

Detailed Description

Specialized character class, with additional features like held object etc.

Constructor & Destructor Documentation

◆ AALSCharacter()

AALSCharacter::AALSCharacter ( const FObjectInitializer & ObjectInitializer)
12 : Super(ObjectInitializer)
13{
14
15 // HeldObjectRoot = CreateDefaultSubobject<USceneComponent>(TEXT("HeldObjectRoot"));
16 // HeldObjectRoot->SetupAttachment(GetMesh());
17
18 HeldObjectRoot = CreateOptionalDefaultSubobject<USceneComponent>(TEXT("HeldObjectRoot"));
19 // HeldObjectRoot->SetupAttachment(GetMesh());
20
21 SkeletalMesh = CreateOptionalDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalMesh"));
22 // if(HeldObjectRoot != nullptr)
23 // {
24 // SkeletalMesh->SetupAttachment(HeldObjectRoot);
25 // }
26
27 // SkeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalMesh"));
28 // SkeletalMesh->SetupAttachment(HeldObjectRoot);
29 StaticMesh = CreateOptionalDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
30 // if(HeldObjectRoot != nullptr)
31 // {
32 // StaticMesh->SetupAttachment(HeldObjectRoot);
33 // }
34 // StaticMesh->SetupAttachment(HeldObjectRoot);
35
36 // StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
37 // StaticMesh->SetupAttachment(HeldObjectRoot);
38
39 AIControllerClass = AALSAIController::StaticClass();
40}
TObjectPtr< USkeletalMeshComponent > SkeletalMesh
Definition ALSCharacter.h:59
TObjectPtr< USceneComponent > HeldObjectRoot
Definition ALSCharacter.h:56
TObjectPtr< UStaticMeshComponent > StaticMesh
Definition ALSCharacter.h:62

Member Function Documentation

◆ AttachToHand()

void AALSCharacter::AttachToHand ( UStaticMesh * NewStaticMesh,
USkeletalMesh * NewSkeletalMesh,
class UClass * NewAnimClass,
bool bLeftHand,
FVector Offset )
57{
59
60 if (IsValid(NewStaticMesh) && StaticMesh != nullptr)
61 {
62 StaticMesh->SetStaticMesh(NewStaticMesh);
63 }
64 else if (IsValid(NewSkeletalMesh) && SkeletalMesh != nullptr)
65 {
66 SkeletalMesh->SetSkeletalMesh(NewSkeletalMesh);
67 if (IsValid(NewAnimClass))
68 {
69 SkeletalMesh->SetAnimInstanceClass(NewAnimClass);
70 }
71
72 }
73
74 FName AttachBone;
75 if (bLeftHand)
76 {
77 AttachBone = TEXT("VB LHS_ik_hand_gun");
78 }
79 else
80 {
81 AttachBone = TEXT("VB RHS_ik_hand_gun");
82 }
83 if(HeldObjectRoot != nullptr)
84 {
85 HeldObjectRoot->AttachToComponent(GetMesh(),
86 FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachBone);
87 HeldObjectRoot->SetRelativeLocation(Offset);
88 }
89}
void ClearHeldObject()
Definition ALSCharacter.cpp:42

◆ BeginPlay()

void AALSCharacter::BeginPlay ( )
overrideprotectedvirtual

◆ ClearHeldObject()

void AALSCharacter::ClearHeldObject ( )
43{
44 if(StaticMesh != nullptr)
45 {
46 StaticMesh->SetStaticMesh(nullptr);
47 }
48 if(SkeletalMesh != nullptr)
49 {
50 SkeletalMesh->SetSkeletalMesh(nullptr);
51 SkeletalMesh->SetAnimInstanceClass(nullptr);
52 }
53}

◆ GetFirstPersonCameraTarget()

FVector AALSCharacter::GetFirstPersonCameraTarget ( )
overridevirtual

Reimplemented from AALSBaseCharacter.

119{
120 return GetMesh()->GetSocketLocation(TEXT("FP_Camera"));
121}

◆ GetThirdPersonPivotTarget()

FTransform AALSCharacter::GetThirdPersonPivotTarget ( )
overridevirtual

Reimplemented from AALSBaseCharacter.

112{
113 return FTransform(GetActorRotation(),
114 (GetMesh()->GetSocketLocation(TEXT("Head")) + GetMesh()->GetSocketLocation(TEXT("root"))) / 2.0f,
115 FVector::OneVector);
116}

◆ GetThirdPersonTraceParams()

ECollisionChannel AALSCharacter::GetThirdPersonTraceParams ( FVector & TraceOrigin,
float & TraceRadius )
overridevirtual

Reimplemented from AALSBaseCharacter.

104{
105 const FName CameraSocketName = bRightShoulder ? TEXT("TP_CameraTrace_R") : TEXT("TP_CameraTrace_L");
106 TraceOrigin = GetMesh()->GetSocketLocation(CameraSocketName);
107 TraceRadius = 15.0f;
108 return ECC_Camera;
109}
bool bRightShoulder
Definition ALSBaseCharacter.h:534

◆ OnOverlayStateChanged()

void AALSCharacter::OnOverlayStateChanged ( EALSOverlayState PreviousState)
overrideprotectedvirtual

Reimplemented from AALSBaseCharacter.

124{
125 Super::OnOverlayStateChanged(PreviousState);
127}

◆ RagdollEnd()

void AALSCharacter::RagdollEnd ( )
overridevirtual

Reimplemented from AALSBaseCharacter.

Reimplemented in ACustomAICharacter, and ACustomCharacterBase.

98{
99 Super::RagdollEnd();
101}

◆ RagdollStart()

void AALSCharacter::RagdollStart ( )
overridevirtual

Reimplemented from AALSBaseCharacter.

Reimplemented in ACustomAICharacter, and ACustomCharacterBase.

92{
94 Super::RagdollStart();
95}

◆ Tick()

void AALSCharacter::Tick ( float DeltaTime)
overrideprotectedvirtual

Reimplemented from AALSBaseCharacter.

Reimplemented in ACustomAICharacter, ACustomCharacterBase, ACampaignAICharacter, and ACustomPlayerCharacter.

130{
131 Super::Tick(DeltaTime);
132
134}
void UpdateHeldObjectAnimations()

◆ UpdateHeldObject()

void AALSCharacter::UpdateHeldObject ( )

Implemented on BP to update held objects

◆ UpdateHeldObjectAnimations()

void AALSCharacter::UpdateHeldObjectAnimations ( )
protected

Implement on BP to update animation states of held objects

Member Data Documentation

◆ bNeedsColorReset

bool AALSCharacter::bNeedsColorReset = false
private

◆ HeldObjectRoot

TObjectPtr<USceneComponent> AALSCharacter::HeldObjectRoot = nullptr
protected

◆ SkeletalMesh

TObjectPtr<USkeletalMeshComponent> AALSCharacter::SkeletalMesh = nullptr
protected

◆ StaticMesh

TObjectPtr<UStaticMeshComponent> AALSCharacter::StaticMesh = nullptr
protected

The documentation for this class was generated from the following files: