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ACustomPlayerState Class Reference

#include <CustomPlayerState.h>

Inheritance diagram for ACustomPlayerState:
AMenuSystemPlayerState IOnlinePlayerState

Public Member Functions

void PlayerDeath (FPlayerDeath DeathData)
 
void AddDeathToKillFeed (FPlayerDeath PlayerDeath, bool bPlayerDeath=true)
 
- Public Member Functions inherited from AMenuSystemPlayerState
virtual void CopyProperties (APlayerState *PlayerState) override
 
virtual void OverrideWith (class APlayerState *PlayerState) override
 
virtual void BeginPlay () override
 
virtual void SetGenericTeamId (const FGenericTeamId &NewTeamID) override
 
virtual FGenericTeamId GetGenericTeamId () const override
 
int32 GetTeamID () const
 
virtual FUserProfile GetUserProfile () const override
 
virtual FString GetPlayerName () const override
 
virtual void SetUserProfile (const FUserProfile &UpdatedUserProfile) override
 
FMultiplayerPlayerStats GetMultiplayerStats () const
 
void SetMultiplayerStats (const FMultiplayerPlayerStats UpdatedMultiplayerStats)
 
void StartRespawnTimer (const int32 WaitTime)
 
virtual FString GetPlayerNameCustom () const override
 
void AddRespawnPenalty (const int32 Penalty=1.0f)
 

Protected Member Functions

ACustomPlayerControllerGetCustomPlayerController () const
 

Additional Inherited Members

- Public Attributes inherited from AMenuSystemPlayerState
FOnReadyToRespawn OnReadyToRespawn
 
FGenericTeamId MyTeamID
 
uint8 MultiplayerTeamID = 0
 
TArray< FPlayerDeathDeaths
 
TArray< FPlayerDeathKills
 
- Protected Attributes inherited from AMenuSystemPlayerState
FUserProfile UserProfile
 
FMultiplayerPlayerStats MultiplayerPlayerStats
 

Member Function Documentation

◆ AddDeathToKillFeed()

void ACustomPlayerState::AddDeathToKillFeed ( FPlayerDeath PlayerDeath,
bool bPlayerDeath = true )
23{
24 if(GetCustomPlayerController() == nullptr || GetCustomPlayerController()->GetCustomHUD() == nullptr){UE_LOG(LogTemp,Error,TEXT("GetCustomHUD - Player State"));return;}
25 if(bPlayerDeath)
26 {
28 }
29 else
30 {
32 }
33}
virtual void AIDeath(FPlayerDeath &PlayerDeath) override
Definition CustomHUD.cpp:357
virtual void PlayerDeath(FPlayerDeath &PlayerDeath) override
Definition CustomHUD.cpp:351
class ACustomHUD * GetCustomHUD() const
Definition CustomPlayerController.h:40
ACustomPlayerController * GetCustomPlayerController() const
Definition CustomPlayerState.h:30
void PlayerDeath(FPlayerDeath DeathData)
Definition CustomPlayerState.cpp:11

◆ GetCustomPlayerController()

ACustomPlayerController * ACustomPlayerState::GetCustomPlayerController ( ) const
inlineprotected
30{return Cast<ACustomPlayerController>(GetPlayerController());};

◆ PlayerDeath()

void ACustomPlayerState::PlayerDeath ( FPlayerDeath DeathData)
12{
13 Deaths.Add(DeathData);
14 UE_LOG(LogTemp,Warning,TEXT("Player Death - Player State"));
15 IMultiplayerGM* GameMode = GetWorld()->GetAuthGameMode<IMultiplayerGM>();
16 if(GameMode != nullptr)
17 {
18 GameMode->PlayerDeath(DeathData);
19 }
20}
TArray< FPlayerDeath > Deaths
Definition MenuSystemPlayerState.h:64
Definition MultiplayerGM.h:19
virtual void PlayerDeath(FPlayerDeath &PlayerDeath)=0

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