UMockCharacterAbilityComponent

ActorComponent for running Mock Ability Simulation for CharacterMotion example

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

NetworkPredictionExtras

Header

/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockCharacterAbilitySimulation.h

Include

#include "MockCharacterAbilitySimulation.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockCharacterAbilityComponent : public UCharacterMotionComponent

Remarks

ActorComponent for running Mock Ability Simulation for CharacterMotion example

Variables

Name Description

Protected variable

FMockCharacterA...

 

ActiveAbilitySimulation

Public variable UProperty Category BlueprintAssignable

FMockCharacterA...

 

OnBlinkActivateEvent

Public variable UProperty Category BlueprintAssignable

FMockCharacterA...

 

OnBlinkActivateEventRollback

Public variable UProperty Category BlueprintAssignable

FMockCharacterA...

 

OnBlinkStateChange

Notifies when Blink Changes.

Public variable UProperty Category BlueprintAssignable

FMockCharacterA...

 

OnDashStateChange

Notifies when Dash state changes.

Public variable UProperty Category BlueprintAssignable

FMockCharacterA...

 

OnJumpStateChange

Notifies when Jump Changes.

Public variable UProperty Category BlueprintAssignable

FMockCharacterA...

 

OnSprintStateChange

Notifies when Sprint state changes.

Protected variable

TPimplPtr< FMoc...

 

OwnedAbilitySimulation

Public variable

FProduceMockCha...

 

ProduceInputDelegate

Constructors

Functions

Name Description

Public function

 

DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FMockCharacterAbilityBlinkCueRollba...
)

Public function

*

 

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam

(
    FMockCharacterAbilityNotifyStateCha...,
    bool,
    bNewStateValue
)

Ability State and Notifications -This allows user code/blueprints to respond to state changes.

Public function

 

DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams

(
    FMockCharacterAbilityBlinkCueEvent,
    FVector,
    DestinationLocation,
    int32,
    RandomValue,
    float,
    ElapsedTimeSeconds
)

Blueprint assignable events for blinking. This allows the user/blueprint to implement rollback-able events.

Public function Virtual

void

 

FinalizeFrame

(
    const FMockCharacterAbilitySyncStat...,
    const FMockCharacterAbilityAuxState...
)

Public function Const UFunction BlueprintCallable, Category

float

 

GetBlinkWarmupTimeSeconds()

Public function Const UFunction BlueprintCallable, Category

float

 

GetMaxStamina()

Public function Const UFunction BlueprintCallable, Category

float

 

GetStamina()

Public function

void

 

HandleCue

(
    const FMockCharacterAbilityBlinkCue...,
    const FNetSimCueSystemParamemters&...
)

/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**

Public function

void

 

HandleCue

(
    const FMockCharacterAbilityPhysicsG...,
    const FNetSimCueSystemParamemters&...
)

/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**

Public function Virtual

void

 

InitializeSimulationState

Protected function

void

 

InitMockCharacterAbilitySimulation

Public function Const UFunction BlueprintCallable, Category

bool

 

IsBlinking()

Are we currently in the blinking (startup) state.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsDashing()

Are we currently in the dashing state.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsJumping()

Are we currently in the jumping state.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsSprinting()

Are we currently in the sprinting state.

Public function Virtual

void

 

ProduceInput

(
    const int32 SimTimeMS,
    FMockCharacterAbilityInputCmd*...
)

Overridden from UNetworkPredictionComponent

Name Description

Protected function Virtual

void

 

InitializeNetworkPredictionProxy()

Network Prediction.

Typedefs

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