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ACampaignAICharacter Class Reference

#include <CampaignAICharacter.h>

Inheritance diagram for ACampaignAICharacter:
ACustomAICharacter ACustomCharacterBase IAIActionsInterface IStealthInterface IHitMarkerInterface ICompanionInterface AALSCharacter ICharacterWeaponPickups ICharacterInterface IBaseInterface IBaseServer AALSBaseCharacter AInteractableCharacter IALSCharacterInterface ACharacterBase ICharacterBaseInterface ISaveLoad IBaseInterface

Public Member Functions

 ACampaignAICharacter (const FObjectInitializer &ObjectInitializer)
 
virtual void Tick (float DeltaTime) override
 
virtual void SetupComponents (AController *ControllerReference=nullptr, AActor *HUDReference=nullptr, const bool bIsLocallyControlled=false) override
 
- Public Member Functions inherited from ACustomAICharacter
 ACustomAICharacter (const FObjectInitializer &ObjectInitializer)
 
virtual float Reload () override
 
virtual void Aim (const bool bStartAiming=true) override
 
virtual void CrouchAction (const bool bCrouch=true) override
 
virtual void ShootAction (const bool bStartShooting=true) override
 
virtual void ShootAtTargetAction (const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector) override
 
virtual bool CheckAmmo (bool &bNeedToReload) const override
 
virtual bool GetHasWeapon () const override
 
virtual uint8 GetWeaponFireMode () const override
 
virtual float GetWeaponFireRate () const override
 
virtual void UpdateMovementSpeed (const EAIMovementSpeed MovementSpeed=EAIMovementSpeed::Running, const EAIMovementType MovementType=EAIMovementType::Normal) override
 
virtual bool PickupObject (const AActor *TargetObject) override
 
virtual float MeleeAttack () override
 
virtual float PlayAnimationMontage (UAnimMontage *Montage, const float PlayRate=1.0f, const float InTimeToStartMontageAt=0.0f, const bool bStopAllMontages=true) override
 
virtual FVector PredictLocation (AActor *TargetActor) override
 
virtual TArray< AActor * > GetHostileActors () const override
 
virtual TArray< AActor * > GetPerceivedObjects (TArray< EAIStimuliType > Filters) const override
 
virtual AActor * GetBestHostileActor () const override
 
virtual float GetMaxHealth () const override
 
virtual FVector GetLastKnownLocation (AActor *TargetActor, const TArray< EAISense > &Senses) override
 
class UAITraitsComponent * GetTraitsComponent () const
 
virtual void SetCanSprint (const bool CanSprint)
 
virtual void SetMaster (AActor *MasterActor) override
 
virtual void Follow () override
 
virtual void Pickup (AActor *TargetActor) override
 
virtual void Interact (AActor *TargetActor) override
 
virtual void StartCombat (AActor *TargetEnemy) override
 
virtual void Wait (const FVector &TargetLocation) override
 
virtual void GrabObject () override
 
virtual void AskToCrouch (const bool bValue) override
 Remove, have function in BaseInterface /.
 
virtual FCompanionData GetCompanionData (const bool bValue) override
 
virtual bool GetIsReadyToCommand () const override
 
virtual void StealthTakedown (AActor *Attacker, const int32 AnimationIndex) override
 
virtual void CancelStealthTakedown () override
 
virtual void StealthTakedownComplete () override
 
virtual bool GetCanPerformTakedown (const float Damage) const override
 
virtual void ShowStealthPrompt (const bool bShow=true) override
 
void OnStealthTakedown ()
 
void OnStealthTakedownComplete ()
 
void OnStealthTakedownCancelled ()
 
virtual void HitMarker (const AActor *ActorHit, const float Damage, const UDamageType *DamageType, const FName HitBone, const FVector HitLocation, const bool bKillingHit=false, const bool bInjuredPart=false) override
 
- Public Member Functions inherited from ACustomCharacterBase
 ACustomCharacterBase (const FObjectInitializer &ObjectInitializer)
 
bool IsCrouching () const
 
virtual ECharacterType GetCharacterType () const override
 
virtual bool GetIsDead () const override
 
virtual void StartThreatIndication (AActor *PawnThreat) override
 
void OnStartThreatIndication (AActor *PawnThreat)
 
virtual void StopThreatIndication () override
 
void OnStopThreatIndication ()
 
virtual void UpdateThreatIndication (const FVector &Location, const float DetectionAmount) override
 
void OnUpdateThreatIndication (const FVector &Location, const float DetectionAmount)
 
virtual USkeletalMeshComponent * GetCharacterSecondaryMesh () const override
 
virtual void SetCharacterVehicleMode (const EVehicleMode Mode) override
 
virtual bool GetCharacterHealth (float &Health, float &MaxHealth) const override
 
void OnCharacterVehicleModeChanged (const EVehicleMode Mode)
 
virtual void ForceWakeUp ()
 
virtual void SetGravityEnabled (const bool bValue) override
 
virtual FString GetObjectDisplayName () const override
 
virtual void DestroyActor (AActor *ActorToDestroy) override
 
virtual void DestroyActorOnClient (AActor *ActorToDestroy) override
 
virtual bool GetIsCharacter () const override
 
void SetPlayerName (FString Username)
 
virtual bool PickupAttachmentCheck (const FWeaponAttachment &In_WeaponAttachmentData) override
 
virtual void PickupAttachmentEvent (const FString &WeaponAttachmentID) override
 
virtual void ForwardMovementAction (float Value) override
 
virtual void RightMovementAction (float Value) override
 
virtual void Landed (const FHitResult &Hit) override
 
virtual EALSGait GetAllowedGait () const override
 
virtual void SprintAction (bool bValue) override
 
virtual void JumpAction (bool bValue) override
 
virtual bool CanJumpInternal_Implementation () const override
 
virtual void StanceAction () override
 
virtual void OnJumped_Implementation () override
 
void FlyUp ()
 
void FlyDown ()
 
void Server_OnPawnSpawn ()
 
virtual void OnPawnSpawned () override
 
void ReceiveOnPawnSpawn ()
 
- Public Member Functions inherited from AALSCharacter
 AALSCharacter (const FObjectInitializer &ObjectInitializer)
 
void UpdateHeldObject ()
 
void ClearHeldObject ()
 
void AttachToHand (UStaticMesh *NewStaticMesh, USkeletalMesh *NewSkeletalMesh, class UClass *NewAnimClass, bool bLeftHand, FVector Offset)
 
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
 
EALSGait GetActualGait (EALSGait AllowedGait) 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
 
void CameraUpAction (float Value)
 
void CameraRightAction (float Value)
 
virtual void AimAction (bool bValue)
 
virtual void CameraTapAction ()
 
virtual void CameraHeldAction ()
 
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 bool SaveGame () override
 
virtual bool LoadGame () override
 
virtual USkeletalMeshComponent * GetCharacterMesh () const override
 
virtual UPrimitiveComponent * GetPrimitiveComponent () override
 
virtual void RagdollStop () 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 BeginPlay () override
 
virtual void OnDeath (AActor *OwningActor, const EDeathType DeathType, AActor *DeathCauser, AController *DeathInstigator) override
 
- Protected Member Functions inherited from ACustomAICharacter
virtual void SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override
 
virtual void SetHandsTied (const bool bValue) override
 
virtual FInteractionData GetInteractionData () const override
 
virtual void OnInteract (AActor *Caller, const int32 SelectedInteraction) override
 
virtual bool OnOverlap (AActor *Caller) override
 
virtual void StartFocus () override
 
virtual void EndFocus () override
 
virtual void ReceiveOnInteract_Implementation (AActor *Caller, const EInteractionType InteractionType) override
 
virtual void ReceiveStartFocus_Implementation (AActor *Caller) override
 
virtual void ReceiveEndFocus_Implementation (AActor *Caller) override
 
virtual void OptimizationWaveChanged (const EOptimizationWave NewWave)
 
void OnOptimizationWaveChanged (const EOptimizationWave NewWave)
 
virtual void AIStateChanged (EAIStateType State)
 
virtual EFactionType GetCharacterFaction () const override
 
virtual bool CanSprint () const override
 
virtual void RagdollStart () override
 
virtual void RagdollEnd () override
 
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) override
 
virtual void GetUpFromFall () override
 
virtual int32 PickupGunEvent (const FWeaponData_T In_WeaponData) override
 
virtual bool PickupGunCheck (const FWeaponData_T &In_WeaponData) override
 
virtual void WeaponEquipped (const TArray< FWeaponData_T > &Weapons, const int32 CurrentWeaponIndex) override
 
virtual void WeaponStateChanged (const struct FPlayerWeaponState &PlayerWeaponState) override
 
virtual void OnDeathReplicated () override
 
virtual void OnInjuredBodyPart (const EBodyPartName InjuredBodyPart, const FVector &HitLocation, const TArray< FBodyPart > &AllBodyParts) override
 
virtual void OnKnockedOut (const UDamageType *DamageType, const float WaitTime) override
 
virtual void OnWakeUp () override
 
virtual void OnFullDamageHit (AController *InstigatedBy, const float TotalDamage, const UDamageType *DamageType, const FName &HitBone, const FVector &HitLocation, const bool bKillingHit, const bool bInjuredPart) override
 
void CheckForObstacle ()
 
void JumpOverObstacle ()
 
- Protected Member Functions inherited from ACustomCharacterBase
bool GetHandsTied () const
 
virtual void AimAssistOverlap (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, const int32 OtherBodyIndex, const bool bFromSweep, const FHitResult &SweepResult)
 
void OnAimAssistOverlap (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, const int32 OtherBodyIndex, const bool bFromSweep, const FHitResult &SweepResult)
 
virtual void AimAssistRevertSize ()
 
virtual void OnHealthAndShieldChanged (float Health, float MaxHealth, float ShieldHealth, float MaxShieldHealth, const class UDamageType *DamageType)
 
virtual void OnShieldBreak ()
 
virtual void OnKnockedOut (const class UDamageType *DamageType, const float WaitTime)
 
FPlayerDeath GetPlayerDeathInfo (const EDeathType DeathType, AActor *DeathCauser, const AController *DeathInstigator) const
 
USkeletalMeshComponent * GetCustomMesh () const
 
virtual void FirePressedAction ()
 
virtual void SaveGameData ()
 
virtual void LoadGameData ()
 
virtual bool SaveCharacterData ()
 
virtual bool LoadCharacterData ()
 
virtual void LoadComponentsSaveData ()
 
virtual void SaveComponentsData ()
 
virtual void UpdateStaminaHUD ()
 
virtual void Sprinting ()
 
virtual void StopSprinting ()
 
virtual void RechargeStamina ()
 
virtual void SetMaxStamina (const float AmountToAdd)
 
void OnCharacterReadyReplicated ()
 
- Protected Member Functions inherited from AALSCharacter
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
 
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 InteractionDataUpdated ()
 
- Protected Member Functions inherited from ACharacterBase
void OnFallOver (const float WaitTime)
 
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

class UDialogueComponent * DialogueComponent
 
class UQuestGoalComponent * QuestGoalComponent
 
- Protected Attributes inherited from ACustomAICharacter
FName StealthTakedownName = "Stealth_Attack_NonLethal_01"
 
bool bStealthMotionWarp = true
 
bool bStealthMotionWarpFromComponent = true
 
FName StealthMotionWarpBoneName = FName("root")
 
bool bStealthMotionWarpFollowComponent = true
 
float StealthActorDistance = -175.0f
 
float StealthActorForward = 65.0f
 
float StealthActorZ = 90.0f
 
float StealthActorRight = 20.0f
 
AActor * StealthCurrentAttacker = nullptr
 
TArray< UAnimMontage * > StealthTakedownAnims
 
bool bGettingTakedown = false
 
class UCompanionComponent * CompanionComponent
 
class UCharacterShootingComponentCharacterShootingComponent
 
class UAITraitsComponent * CharacterTraitsComponent
 
class UStealthTakedownCollisionStealthTakedownCollision
 
class UOptimizationProxyComponent * OptimizationComponent
 
class UMotionWarpingComponent * MotionWarping
 
bool bCanSprint = true
 
bool bShouldCheckForJumps = true
 
bool bShouldCheckForDoors = true
 
float JumpCheckFrequency = 1.0f
 
float VelocityAdditionalOffset = 25.0f
 
float SphereStartOffset = 65.0f
 
float VelocityClampMax = 100.0f
 
float SphereTraceRadius = 45.0f
 
float AimAssistSize = 160.0f
 
float AimAssistDistanceMultiplier = 0.5f
 
- Protected Attributes inherited from ACustomCharacterBase
class UCharacterHealthComponent * CharacterHealthComponent
 
class UHealthBarWidgetComponent * HealthBarComponent
 
class UPhysicalAnimationComponent * PhysicalAnimationComponent
 
class UPhysicalHitReactionsComponentPhysicalHitReactionComponent
 
class UMeleeComponent * MeleeComponent
 
class UFootstepFXHandler * FootstepsComponent
 
class USphereComponent * AimAssistSphereComponent
 Remove? use sphere trace instead //.
 
class URecoilAnimationComponent * RecoilAnimationComponent
 
class UALSMantleComponentMantleComponentReference
 
USkeletalMeshComponent * CustomSkeletalMesh
 
float MultiplayerStartDelay = 0.5f
 
float FallDamageOffset = 550.0f
 
float FallDamageDivisor = 5.0f
 
ECharacterType CharacterType = ECharacterType::Human
 
FString DisplayName = "Default Name"
 
bool bForceWalkWhileAiming = true
 
bool bToggleSprint = true
 
bool bSprinting = true
 
float SprintDeadZone = 0.5f
 
float FlyingScaleValue = 1.0f
 
bool bIsFlyingUp = false
 
bool bIsFlyingDown = false
 
float Stamina = 100.0f
 
float MinRequiredStamina = 0.2f
 
float MaxStamina = 60.0f
 
float MaxStaminaDefault = 60.0f
 
float MaxPossibleStamina = 150.0f
 
float MinStamina = 10.0f
 
float StaminaDepletionRate = 0.05f
 
float StaminaDepletionIncrement = 0.5f
 
float StaminaRechargeRate = 0.05f
 
float StaminaRechargeIncrement = 0.5f
 
float StaminaRechargeDelayTime = 2.0f
 
float StaminaJumpAmount = 10.0f
 
float ThrowStrength = 500.0f
 
bool bHandsTied = false
 
float AimAssistRadius = 160.0f
 
float AimAssistShrinkTime = 3.0f
 
bool bIsNPC = false
 
bool bIsDead = false
 
bool bCharacterReady = false
 
- Protected Attributes inherited from AALSCharacter
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
 

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
 

Constructor & Destructor Documentation

◆ ACampaignAICharacter()

ACampaignAICharacter::ACampaignAICharacter ( const FObjectInitializer & ObjectInitializer)
10 : Super(ObjectInitializer)
11{
12 PrimaryActorTick.bCanEverTick = true;
13 DialogueComponent = CreateDefaultSubobject<UDialogueComponent>(TEXT("Dialogue"));
14 QuestGoalComponent = CreateDefaultSubobject<UQuestGoalComponent>(TEXT("Quest Goal"));
15
16}
class UQuestGoalComponent * QuestGoalComponent
Definition CampaignAICharacter.h:26
Definition DialogueComponent.Build.cs:6

Member Function Documentation

◆ BeginPlay()

void ACampaignAICharacter::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from ACustomAICharacter.

19{
20 Super::BeginPlay();
21
22}

◆ OnDeath()

void ACampaignAICharacter::OnDeath ( AActor * OwningActor,
const EDeathType DeathType,
AActor * DeathCauser,
AController * DeathInstigator )
overrideprotectedvirtual

Reimplemented from ACustomAICharacter.

49{
50 Super::OnDeath(OwningActor, DeathType, DeathCauser, DeathInstigator);
51 if(DialogueComponent != nullptr)
52 {
53 DialogueComponent->SetIsDead(true);
54 }
55}

◆ SetupComponents()

void ACampaignAICharacter::SetupComponents ( AController * ControllerReference = nullptr,
AActor * HUDReference = nullptr,
const bool bIsLocallyControlled = false )
overridevirtual

Reimplemented from ACustomAICharacter.

32{
33 AController* ControllerToPass = Controller.Get();
34 if(ControllerReference != nullptr){ControllerToPass = ControllerReference;}
35 Super::SetupComponents(ControllerToPass, HUDReference, bIsLocallyControlled);
36 if(DialogueComponent != nullptr)
37 {
38 DialogueComponent->SetupComponent(GetCustomMesh(), GetMesh()->GetAnimInstance(), ControllerToPass, HUDReference, bIsNPC, bIsDead);
39 if(IsLocallyControlled())
40 {
41 DialogueComponent->InitialSetup();
42 }
43 }
44}
bool bIsNPC
Definition CustomCharacterBase.h:383
bool bIsDead
Definition CustomCharacterBase.h:385
USkeletalMeshComponent * GetCustomMesh() const
Definition CustomCharacterBase.h:381

◆ Tick()

void ACampaignAICharacter::Tick ( float DeltaTime)
overridevirtual

Reimplemented from ACustomAICharacter.

26{
27 Super::Tick(DeltaTime);
28}

Member Data Documentation

◆ DialogueComponent

class UDialogueComponent* ACampaignAICharacter::DialogueComponent
protected

◆ QuestGoalComponent

class UQuestGoalComponent* ACampaignAICharacter::QuestGoalComponent
protected

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