| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockAbilitySimulation.h |
Include |
#include "MockAbilitySimulation.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockFlyingAbilityComponent : public UFlyingMovementComponent
ActorComponent for running Mock Ability Simulation
Name | Description | ||
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ActiveAbilitySimulation |
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OnBlinkActivateEvent |
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OnBlinkActivateEventRollback |
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OnBlinkStateChange |
Notifies when Blink Changes. |
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OnDashStateChange |
Notifies when Dash state changes. |
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OnPhysicsGunFirEvent |
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OnSprintStateChange |
Notifies when Sprint state changes. |
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OwnedAbilitySimulation |
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ProduceInputDelegate |
Name | Description | |
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UMockFlyingAbilityComponent() |
Name | Description | ||
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FinalizeFrame ( |
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float |
GetBlinkWarmupTimeSeconds() |
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float |
GetMaxStamina() |
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float |
GetStamina() |
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HandleCue ( |
NetSimCues. |
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HandleCue ( |
NetSimCues. |
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HandleCue ( |
NetSimCues. |
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InitializeSimulationState ( |
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InitMockAbilitySimulation ( |
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IsBlinking() |
Are we currently in the blinking (startup) state. |
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IsDashing() |
Are we currently in the dashing state. |
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IsSprinting() |
Are we currently in the sprinting state. |
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ProduceInput ( |
Name | Description | ||
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InitializeNetworkPredictionProxy() |
Network Prediction. |
Name |
Description |
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FMockAbilityBlinkCueEvent |
Blueprint assignable events for blinking. THis allows the user/blueprint to implement rollback-able events. |
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FMockAbilityBlinkCueRollback |
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FMockAbilityNotifyStateChange |
Ability State and Notifications -This allows user code/blueprints to respond to state changes. |
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FMockAbilityPhysicsGunFireEvent |
Name |
Description |
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FProduceMockAbilityInput |