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FStealthData Struct Reference

#include <AIDataTypes.h>

Public Member Functions

 FStealthData ()
 
bool SetStealthActor (AActor *Actor)
 

Public Attributes

TArray< UAnimMontage * > NonLethalTakedownAnims
 
TArray< UAnimMontage * > UnarmedTakedownAnims
 
TArray< UAnimMontage * > KnifeTakedownAnims
 
float StealthTakedownDamage = 20000.0f
 
float StealthActorDistance = -175.0f
 
FName StealthTakedownName = "Stealth_Attack_NonLethal_01"
 
AActor * StealthActor = nullptr
 
bool bStealthTakedownAvailable = false
 
bool bPerformingStealthTakedown = false
 
class IStealthInterfaceStealthActorInterface = nullptr
 
FTimerHandle StealthTakedownTimerHandle
 

Constructor & Destructor Documentation

◆ FStealthData()

FStealthData::FStealthData ( )
inline
250 {
251
252 }

Member Function Documentation

◆ SetStealthActor()

bool FStealthData::SetStealthActor ( AActor * Actor)
inline
255 {
256 if(Actor != nullptr)
257 {
258 StealthActor = Actor;
259 IStealthInterface* StealthActorInterfaceRef = Cast<IStealthInterface>(Actor);
260 if(StealthActorInterfaceRef != nullptr)
261 {
262 StealthActorInterface = StealthActorInterfaceRef;
263 return true;
264 }
265 }
266 return false;
267 }
Definition StealthInterface.h:17
AActor * StealthActor
Definition AIDataTypes.h:239
class IStealthInterface * StealthActorInterface
Definition AIDataTypes.h:246

Member Data Documentation

◆ bPerformingStealthTakedown

bool FStealthData::bPerformingStealthTakedown = false

◆ bStealthTakedownAvailable

bool FStealthData::bStealthTakedownAvailable = false

◆ KnifeTakedownAnims

TArray<UAnimMontage*> FStealthData::KnifeTakedownAnims

◆ NonLethalTakedownAnims

TArray<UAnimMontage*> FStealthData::NonLethalTakedownAnims

◆ StealthActor

AActor* FStealthData::StealthActor = nullptr

◆ StealthActorDistance

float FStealthData::StealthActorDistance = -175.0f

◆ StealthActorInterface

class IStealthInterface* FStealthData::StealthActorInterface = nullptr

◆ StealthTakedownDamage

float FStealthData::StealthTakedownDamage = 20000.0f

◆ StealthTakedownName

FName FStealthData::StealthTakedownName = "Stealth_Attack_NonLethal_01"

◆ StealthTakedownTimerHandle

FTimerHandle FStealthData::StealthTakedownTimerHandle

◆ UnarmedTakedownAnims

TArray<UAnimMontage*> FStealthData::UnarmedTakedownAnims

The documentation for this struct was generated from the following file: