unreal.MockCharacterAbilityNotifyStateChange

class unreal.MockCharacterAbilityNotifyStateChange(*args, **kwargs)

Bases: unreal.MulticastDelegateBase

// NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); void HandleCue(const FMockCharacterAbilityBlinkCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); void HandleCue(const FMockCharacterAbilityPhysicsGunFireCue& FireCue, const FNetSimCueSystemParamemters& SystemParameters); // ————————————————————————————- // Ability State and Notifications // -This allows user code/blueprints to respond to state changes. // -These values always reflect the latest simulation state // -StateChange events are just that: when the state changes. They are not emitted from the sim themselves. // -This means they “work” for interpolated simulations and are resilient to packet loss and crazy network conditions // -That said, its “latest” only. There is NO guarantee that you will receive every state transition

Parameters

new_state_value (bool) –

C++ Source:

  • Plugin: NetworkPredictionExtras

  • Module: NetworkPredictionExtras

  • File: MockCharacterAbilitySimulation.h