Adventure Kit  4.16
Public Member Functions | Public Attributes | Protected Member Functions | List of all members
AAdvKitGravityCharacter Class Reference

Character class that supports arbitrary gravity provided by an orientation component. More...

#include <AdvKitGravityCharacter.h>

Inheritance diagram for AAdvKitGravityCharacter:
AAdvKitCharacter

Public Member Functions

 AAdvKitGravityCharacter (const FObjectInitializer &ObjectInitializer)
 
bool CanWallWalkOn (FFindFloorResult NewFloor)
 
virtual bool CanWallWalkOn_Implementation (FFindFloorResult NewFloor)
 
virtual void SetNewOrientation (FVector GravityUpVector, FVector Origin=FVector::ZeroVector, bool bForce=false)
 
void SetNewOrientationServer (FVector GravityUpVector, FVector Origin=FVector::ZeroVector, bool bForce=false)
 
virtual void SetNewOrientationServer_Implementation (FVector GravityUpVector, FVector Origin=FVector::ZeroVector, bool bForce=false)
 
UAdvKitGravityCharacterMovementComponentGetAdvGravityMovementComponent () const
 
virtual void PostInitializeComponents () override
 
- Public Member Functions inherited from AAdvKitCharacter
 AAdvKitCharacter (const FObjectInitializer &ObjectInitializer)
 
UAdvKitCharacterActionGetActiveAction () const
 
virtual void NextItem ()
 
virtual void PreviousItem ()
 
FRotator GetAimOffsets () const
 
virtual FRotator GetAimOffsets_Implementation () const
 
FRotator GetAdjustedAimFor (class AAdvKitWeapon *Weapon, FVector FireLocation)
 
virtual FRotator GetAdjustedAimFor_Implementation (class AAdvKitWeapon *Weapon, FVector FireLocation)
 
FVector GetWeaponStartTraceLocation (class AAdvKitWeapon *Weapon=NULL)
 
virtual FVector GetWeaponStartTraceLocation_Implementation (class AAdvKitWeapon *Weapon=NULL)
 
virtual float GetMaximumTargetDistance ()
 
virtual TArray< AAdvKitTargetPoint * > GetAllAvailableTargets ()
 
virtual AAdvKitTargetPointGetBestTarget (const TArray< AAdvKitTargetPoint * > &AvailableTargets)
 
virtual void SetTarget (AAdvKitTargetPoint *NewTarget, bool bLock=false)
 
virtual const struct FAdvKitMovementPropertiesGetAdvMovementProperties () const
 
virtual class UAdvKitCharacterMovementComponentGetAdvMovementComponent () const
 
virtual void AddConditionalMovementInput (FVector WorldDirection, FVector LocalDirection, float ScaleValue=1.0f, bool bForce=false)
 
bool Use (class AAdvKitUsable *Usable=nullptr, class AAdvKitInventoryItem *WithItem=nullptr)
 
virtual bool Use_Implementation (class AAdvKitUsable *Usable=nullptr, class AAdvKitInventoryItem *WithItem=nullptr)
 
void ServerUse (class AAdvKitUsable *Useable=nullptr, class AAdvKitInventoryItem *WithItem=nullptr)
 
virtual void ServerUse_Implementation (class AAdvKitUsable *Useable=nullptr, class AAdvKitInventoryItem *WithItem=nullptr)
 
virtual bool StartAction (TSubclassOf< class UAdvKitCharacterAction > ActionClass, class UAdvKitCharacterAction_Arguments *Arguments=nullptr)
 
void StartActionServer (TSubclassOf< UAdvKitCharacterAction > ActionClass, UAdvKitCharacterAction_Arguments *Arguments=nullptr)
 
virtual void StartActionServer_Implementation (TSubclassOf< class UAdvKitCharacterAction > ActionClass, class UAdvKitCharacterAction_Arguments *Arguments=nullptr)
 
virtual bool StartTransitionActionTo (EAdvKitMovementMode NewMode, class UAdvKitCharacterAction_Arguments *Arguments=nullptr)
 
virtual void Reload ()
 
virtual void StartFire (uint8 FireMode=0)
 
virtual void StopFire ()
 
void Dodge ()
 
virtual void Dodge_Implementation ()
 
bool IsDodging () const
 
virtual bool IsDodging_Implementation () const
 
virtual void NextCamera ()
 
virtual void SetCameraMode (EAdvKitCameraType NewMode)
 
virtual EAdvKitCameraType GetCameraMode ()
 
bool LetGoOfZone ()
 
virtual bool LetGoOfZone_Implementation ()
 
bool JumpUpZone ()
 
virtual bool JumpUpZone_Implementation ()
 
FVector GetZoneAcceleration ()
 
virtual FVector GetZoneAcceleration_Implementation ()
 
float GetMaxZoneSpeed ()
 
virtual float GetMaxZoneSpeed_Implementation ()
 
bool TryToTransitionFromCurrentZone (const FVector &InWorldDirection, bool bIsJump=false)
 
virtual bool TryToTransitionFromCurrentZone_Implementation (const FVector &InWorldDirection, bool bIsJump=false)
 
bool TryToTransition (AAdvKitZone *ForZone, const FVector &ForWorldPosition, const FVector &InWorldDirection=FVector::ZeroVector, bool bIsJump=false)
 
virtual bool TryToTransition_Implementation (AAdvKitZone *ForZone, const FVector &ForWorldPosition, const FVector &InWorldDirection=FVector::ZeroVector, bool bIsJump=false)
 
UAdvKitTransitionComponentGetPossibleTransition (AAdvKitZone *ForZone, const FVector &ForWorldPosition, const FVector &InWorldDirection=FVector::ZeroVector, bool bIsJump=false)
 
virtual UAdvKitTransitionComponentGetPossibleTransition_Implementation (AAdvKitZone *ForZone, const FVector &ForWorldPosition, const FVector &InWorldDirection=FVector::ZeroVector, bool bIsJump=false)
 
bool CanTransitionFromCurrentZone (const FVector &InWorldDirection, bool bIsJump=false)
 
virtual bool CanTransitionFromCurrentZone_Implementation (const FVector &InWorldDirection, bool bIsJump=false)
 
bool CanTransition (AAdvKitZone *ForZone, const FVector &ForWorldPosition, const FVector &InWorldDirection=FVector::ZeroVector, bool bIsJump=false)
 
virtual bool CanTransition_Implementation (AAdvKitZone *ForZone, const FVector &ForWorldPosition, const FVector &InWorldDirection=FVector::ZeroVector, bool bIsJump=false)
 
FRotator GetDesiredRotationInZone (AAdvKitZone *Zone, const FVector &AtZoneLocation)
 
virtual FRotator GetDesiredRotationInZone_Implementation (AAdvKitZone *Zone, const FVector &AtZoneLocation)
 
FVector GetDesiredOffsetFromZone (AAdvKitZone *Zone, const FVector &AtZoneLocation)
 
virtual FVector GetDesiredOffsetFromZone_Implementation (AAdvKitZone *Zone, const FVector &AtZoneLocation)
 
FVector GetHalfExtentForZone (AAdvKitZone *Zone) const
 
virtual FVector GetHalfExtentForZone_Implementation (AAdvKitZone *Zone) const
 
void SetZone (AAdvKitZone *NewZone, bool bSnap=true, bool bClearPendingTransition=true)
 
virtual void SetZone_Implementation (class AAdvKitZone *NewZone, bool bSnap=true, bool bClearPendingTransition=true)
 
virtual void SetZoneServer (AAdvKitZone *NewZone, bool bSnap=true, bool bClearPendingTransition=true)
 
virtual void SetZoneServer_Implementation (AAdvKitZone *NewZone, bool bSnap=true, bool bClearPendingTransition=true)
 
bool CanEnterZone (AAdvKitZone *Zone)
 
virtual bool EnterZone (AAdvKitZone *Zone)
 
virtual AAdvKitZoneGetZone () const
 
virtual float GetDotToClosestLocation (AAdvKitZone *Zone, FVector LocalCharacterDirection)
 
virtual FVector GetDirectionToClosestLocation (AAdvKitZone *Zone) const
 
virtual float GetZoneDotToLocation (AAdvKitZone *Zone, FVector LocalZoneDirection)
 
bool CanTransitionTo (AAdvKitZone *Zone, UAdvKitTransitionComponent *NewTransition=nullptr)
 
virtual bool CanTransitionTo_Implementation (AAdvKitZone *Zone, UAdvKitTransitionComponent *NewTransition=nullptr)
 
bool TransitionTo (AAdvKitZone *NewZone, UAdvKitTransitionComponent *NewTransition=nullptr, bool bForce=false)
 
virtual bool TransitionTo_Implementation (AAdvKitZone *NewZone, UAdvKitTransitionComponent *NewTransition=nullptr, bool bForce=false)
 
void TransitionToServer (AAdvKitZone *NewZone, UAdvKitTransitionComponent *NewTransition=nullptr, bool bForce=false)
 
virtual void TransitionToServer_Implementation (AAdvKitZone *NewZone, UAdvKitTransitionComponent *NewTransition=nullptr, bool bForce=false)
 
virtual void SetZoneLocation (FVector NewLocation, bool bSnap=true)
 
virtual FVector GetZoneLocation ()
 
virtual bool UseClosestUseable ()
 
void SetMouseCursorEnabled (bool bEnabled=true) const
 
virtual bool IsFirstPerson () const
 
virtual bool IsThirdPerson () const
 
virtual bool IsShoulderCam () const
 
float BlockDamage (float Damage, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, class AActor *DamageCauser)
 
float BlockAnyDamage (float DamageReceived, const class UDamageType *DamageType, class AController *InstigatedBy, AActor *DamageCauser)
 
virtual float BlockAnyDamage_Implementation (float DamageReceived, const class UDamageType *DamageType, class AController *InstigatedBy, AActor *DamageCauser)
 
float BlockRadialDamage (float DamageReceived, const class UDamageType *DamageType, FVector Origin, const struct FHitResult &HitInfo, class AController *InstigatedBy, AActor *DamageCauser)
 
virtual float BlockRadialDamage_Implementation (float DamageReceived, const class UDamageType *DamageType, FVector Origin, const struct FHitResult &HitInfo, class AController *InstigatedBy, AActor *DamageCauser)
 
float BlockPointDamage (float DamageReceived, const class UDamageType *DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, class AController *InstigatedBy, AActor *DamageCauser)
 
virtual float BlockPointDamage_Implementation (float DamageReceived, const class UDamageType *DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, class AController *InstigatedBy, AActor *DamageCauser)
 
bool IsAlive ()
 
virtual bool IsAlive_Implementation ()
 
void Died (class AController *Killer, struct FDamageEvent const &DamageEvent, FVector HitLocation)
 
virtual void Died_Implementation (class AController *Killer, struct FDamageEvent const &DamageEvent, FVector HitLocation)
 
UAnimMontage * GetMappedAnimMontage (UAnimMontage *AnimMontage)
 
virtual void OnRep_RepAnimMontage (FRepAdvKitAnimMontage OldRepAnimMontage)
 
void PlayAnimMontageServer (class UAnimMontage *AnimMontage, float InPlayRate=1.f, FName StartSectionName=NAME_None)
 
virtual void PlayAnimMontageServer_Implementation (class UAnimMontage *AnimMontage, float InPlayRate=1.f, FName StartSectionName=NAME_None)
 
void StopAnimMontageServer (class UAnimMontage *AnimMontage=NULL)
 
virtual void StopAnimMontageServer_Implementation (class UAnimMontage *AnimMontage=NULL)
 
void SetAnimRootMotionTranslationScaleBP (float InAnimRootMotionTranslationScale=1.f)
 
virtual void EndPlay (EEndPlayReason::Type Reason) override
 
virtual void Tick (float DeltaSeconds) override
 
virtual void NotifyActorEndOverlap (class AActor *OtherActor) override
 
virtual void NotifyActorBeginOverlap (class AActor *OtherActor) override
 
virtual void NotifyHit (class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit) override
 
virtual float TakeDamage (float Damage, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, class AActor *DamageCauser) override
 
virtual void CalcCamera (float DeltaTime, struct FMinimalViewInfo &OutResult) override
 
virtual FRotator GetBaseAimRotation () const override
 
virtual bool ShouldTakeDamage (float Damage, FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser) const override
 
virtual float PlayAnimMontage (class UAnimMontage *AnimMontage, float InPlayRate=1.f, FName StartSectionName=NAME_None) override
 
virtual void StopAnimMontage (class UAnimMontage *AnimMontage=NULL) override
 
virtual void Jump () override
 
virtual void Crouch (bool bClientSimulation=false)
 
virtual bool CanJumpInternal_Implementation () const override
 
virtual void SetBase (UPrimitiveComponent *NewBase, const FName BoneName=NAME_None, bool bNotifyActor=true) override
 

Public Attributes

class UAdvKitOrientationComponentWorldOrientationComponent
 
class UAdvKitTraceUtilityComponent * TraceWorldOrientation
 
- Public Attributes inherited from AAdvKitCharacter
bool bEnterZonesFromHitAutomatically
 
bool bEnterZonesFromOverlapAutomatically
 
bool bIgnoreItemWhenEnteringZonesAutomatically
 
TArray< TEnumAsByte< ECollisionChannel > > CollisionChannelsToIgnoreInZones
 
FName HeadSocket
 
bool bInvincibleDuringDodge
 
class UAdvKitCameraController * CameraController
 
float Health
 
float MaxHealth
 
float PointAndClickTraceDistance
 
TArray< FAdvKitInventoryConfigDefaultInventory
 
TSubclassOf< class AAdvKitInventoryManagerInventoryManagerClass
 
class AAdvKitInventoryManagerInventoryManager
 
float MaxTargetDistance
 
AAdvKitTargetPointCurrentTarget
 
bool bLockTarget
 
bool bFaceLockedTarget
 
FPendingTransition PendingTransition
 
FTransitionCorrectionData TransitionCorrectionData
 
class UAdvKitTransitionComponentCurrentTransition_DEPRECATED
 
FAdvKitCharacterDied OnDied
 
TMap< UAnimMontage *, UAnimMontage * > MappedMontages
 
FRepAdvKitAnimMontage RepAnimMontage
 

Protected Member Functions

virtual void FaceRotation (FRotator NewControlRotation, float DeltaSeconds) override
 

Detailed Description

Character class that supports arbitrary gravity provided by an orientation component.

Constructor & Destructor Documentation

AAdvKitGravityCharacter::AAdvKitGravityCharacter ( const FObjectInitializer &  ObjectInitializer)

Constructor

Member Function Documentation

bool AAdvKitGravityCharacter::CanWallWalkOn ( FFindFloorResult  NewFloor)

Checks if a hit result is a valid floor for wall walking

Parameters
NewFloorThe floor to test
Returns
True if it is valid for wall walking
class UAdvKitGravityCharacterMovementComponent * AAdvKitGravityCharacter::GetAdvGravityMovementComponent ( ) const

Get the gravity movement component of the character.

Returns
The gravity movement component of the character.
void AAdvKitGravityCharacter::SetNewOrientation ( FVector  GravityUpVector,
FVector  Origin = FVector::ZeroVector,
bool  bForce = false 
)
virtual

Set a new gravity orientation on the orientation component

Parameters
GravityUpVectorNew Up vector for the gravity
OriginOrigin of the gravitational pull
bForceHard set new gravity instead of interpolating
void AAdvKitGravityCharacter::SetNewOrientationServer ( FVector  GravityUpVector,
FVector  Origin = FVector::ZeroVector,
bool  bForce = false 
)

Server callback to set a new gravity orientation on the orientation component

Parameters
GravityUpVectorNew Up vector for the gravity
OriginOrigin of the gravitational pull
bForceHard set new gravity instead of interpolating

Member Data Documentation

class UAdvKitTraceUtilityComponent* AAdvKitGravityCharacter::TraceWorldOrientation

Component that traces down when orientation should be updated by trace

class UAdvKitOrientationComponent* AAdvKitGravityCharacter::WorldOrientationComponent

Orientation component that provides gravity methods


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