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Class APlayerObject

ClassList > APlayerObject

Inherits the following classes: ABattleObject

Public Attributes

Type Name
int32 AirDashCount
int32 AirDashMinimumHeight
uint32 AirDashTimer = 0
int32 AirJumpCount
int32 AirPushHeight
int32 AirPushHeightLow
int32 AirPushWidth
int32 BAirDashNoAttackTime
int32 BAirDashSpeed
int32 BAirDashTime
int32 BDashGravity
int32 BDashHeight
int32 BDashSpeed
int32 BJumpSpeed
int32 BSuperJumpSpeed
int32 BWalkSpeed
UCameraShakeData * CameraShakeData
bool CanProximityThrow
bool CanReverseBeat
TArray< int32 > ChainCancelOptions
UParticleData * CharaParticleData
UStateData * CharaStateData
USubroutineData * CharaSubroutineData
int32 CloseNormalRange
int32 CmnPlayerReg1 = 0
int32 CmnPlayerReg2 = 0
int32 CmnPlayerReg3 = 0
int32 CmnPlayerReg4 = 0
int32 CmnPlayerReg5 = 0
int32 CmnPlayerReg6 = 0
int32 CmnPlayerReg7 = 0
int32 CmnPlayerReg8 = 0
UCollisionData * CollisionData
int32 ColorIndex = 1
int32 ComboCounter
int32 ComboRate = 60
int32 ComboTimer
UCollisionData * CommonCollisionData
ULinkActorData * CommonLinkActorData
UStateData * CommonObjectStateData
TArray< FGameplayTag > CommonObjectStateNames
TArray< UState * > CommonObjectStates
UParticleData * CommonParticleData
USequenceData * CommonSequenceData
USoundData * CommonSoundData
USubroutineData * CommonSubroutineData
TArray< FGameplayTag > CommonSubroutineNames
TArray< USubroutine * > CommonSubroutines
bool ComponentVisible
int32 CrouchPushHeight
int32 CrouchPushWidth
int32 CurrentHealth
TMap< FGameplayTag, FGameplayTag > DamageReactionCels
APlayerObject * Enemy
TArray< FExtraGauge > ExtraGauges
int32 FAirDashNoAttackTime
int32 FAirDashSpeed
int32 FAirDashTime
int32 FDashAccel
int32 FDashFriction
int32 FDashInitSpeed
int32 FDashMaxSpeed
int32 FJumpSpeed
int32 FSuperJumpSpeed
int32 FWalkSpeed
bool FlipInputs
int32 ForwardAirDashMeterGain
int32 ForwardDashMeterGain
int32 ForwardJumpMeterGain
int32 ForwardWalkMeterGain
uint32 Inputs
bool IntroEndFlag = false
FGameplayTag IntroName
uint32 InvulnFlags = 0
int32 JumpGravity
int32 JumpHeight
ULinkActorData * LinkActorData
UMaterialData * MaterialData
int32 MaxColorIndex = 2
int32 MaxHealth
int32 MaxMeter = 10000
int32 MaxOTGCount
int32 MeterPercentOnHit = 72
int32 MeterPercentOnHitGuard = 18
int32 MeterPercentOnReceiveHit = 40
int32 MeterPercentOnReceiveHitGuard = 10
TArray< int32 > MovesUsedInChain = {}
TArray< int32 > MovesUsedInCombo = {}
int32 OTGCount
UStateData * ObjectStateData
TArray< FGameplayTag > ObjectStateNames
TArray< UState * > ObjectStates
int32 OtgProration = 80
uint32 PlayerFlags = 0
int32 PlayerIndex
int32 PlayerReg1 = 0
int32 PlayerReg2 = 0
int32 PlayerReg3 = 0
int32 PlayerReg4 = 0
int32 PlayerReg5 = 0
int32 PlayerReg6 = 0
int32 PlayerReg7 = 0
int32 PlayerReg8 = 0
unsigned char PlayerSync
unsigned char PlayerSyncEnd
FStateMachine PrimaryStateMachine
FInputCondition ProximityThrowInput
int32 RecoverableHealth
bool RoundEndFlag = false
int32 RoundWinTimer = 120
USequenceData * SequenceData
USoundData * SoundData
TEnumAsByte< EActionStance > Stance
int32 StandPushHeight
int32 StandPushWidth
FGameplayTag StateEntryName
ABattleObject * StoredBattleObjects
FInputBuffer StoredInputBuffer
TArray< FLinkedActorContainer > StoredLinkActors
uint32 StrikeInvulnerableTimer = 0
TMap< FGameplayTag, UStateData * > SubStateData
TArray< FStateMachine > SubStateMachines
TArray< FGameplayTag > SubroutineNames
TArray< USubroutine * > Subroutines
int32 SuperJumpGravity
int32 SuperJumpHeight
int32 TeamIndex
uint32 ThrowInvulnerableTimer = 0
int32 ThrowResistAfterWakeUp = 5
uint32 ThrowResistTimer = 0
int32 ThrowTechWindow = 6
int32 TotalProration = 10000
USoundData * VoiceData
int32 WallTouchTimer
TArray< int32 > WhiffCancelOptions
bool bCrumpled
bool bIsCpu = false
bool bLimitCrumple = true
bool bMirrorWhenFlip

Public Attributes inherited from ABattleObject

See ABattleObject

Type Name
int32 ActionReg1 = 0
int32 ActionReg2 = 0
int32 ActionReg3 = 0
int32 ActionReg4 = 0
int32 ActionReg5 = 0
int32 ActionReg6 = 0
int32 ActionReg7 = 0
int32 ActionReg8 = 0
int32 ActionTime = 0
FLinearColor AddColor = FLinearColor(0, 0, 0, 1)
FLinearColor AddFadeColor = {}
float AddFadeSpeed = 0
int32 AnglePitch_x1000 = 0
int32 AngleRoll_x1000 = 0
int32 AngleYaw_x1000 = 0
float AnimBlendIn = {}
float AnimBlendOut = {}
int32 AnimFrame = 0
TArray< FAnimStruct > AnimStructs
uint32 AttackFlags = 0
ABattleObject * AttackOwner
ABattleObject * AttackTarget = nullptr
int32 B = 0
int32 BlendAnimFrame = 0
FGameplayTag BlendCelName = {}
bool BlendOffset = false
TArray< FCollisionBox > Boxes
int32 CelIndex = 0
FGameplayTag CelName = {}
TObjectPtr< ANightSkyCharaSelectGameState > CharaSelectGameState = nullptr
int32 ColPosX = 0
int32 ColPosY = 0
FHitData CounterHit = {}
FLinearColor DamageColor = FLinearColor(1, 1, 1, 1)
FLinearColor DamageColor2 = FLinearColor(1, 1, 1, 1)
TEnumAsByte< EObjDir > Direction = DIR\_Right
int32 DrawPriority = 0
ABattleObject * DrawPriorityLinkObj = nullptr
FEventHandler EventHandlers = {}
float FadeTransparency = 1
float FrameBlendPosition = 0
TObjectPtr< ANightSkyGameState > GameState = nullptr
bool GotoLabelActive = false
int32 Gravity = 1900
int32 GroundHeight = 0
FHitDataCommon HitCommon = {}
int32 Hitstop = 0
FHomingParams HomingParams = [**FHomingParams**](struct_f_homing_params.md)()
int32 Inertia = 0
bool IsActive = false
bool IsPlayer = false
int32 L = 0
FGameplayTag LabelName = {}
TObjectPtr< ALinkActor > LinkedActor
TObjectPtr< UNiagaraComponent > LinkedParticle = nullptr
ABattleObject * MaterialLinkObj = nullptr
int32 MaxCelTime = 0
int32 MiscFlags = 0
FLinearColor MulColor = FLinearColor(1, 1, 1, 1)
FLinearColor MulFadeColor = {}
float MulFadeSpeed = 0
int32 NextOffsetX = 0
int32 NextOffsetY = 0
FHitData NormalHit = {}
uint32 ObjNumber = 0
unsigned char ObjSync = 0
unsigned char ObjSyncEnd = 0
uint32 ObjectID = 0
FVector ObjectOffset = FVector::ZeroVector
int32 ObjectReg1 = 0
int32 ObjectReg2 = 0
int32 ObjectReg3 = 0
int32 ObjectReg4 = 0
int32 ObjectReg5 = 0
int32 ObjectReg6 = 0
int32 ObjectReg7 = 0
int32 ObjectReg8 = 0
FRotator ObjectRotation = FRotator::ZeroRotator
FVector ObjectScale = FVector::One()
TObjectPtr< UState > ObjectState = nullptr
int32 ObjectStateIndex = 0
FGameplayTag ObjectStateName = {}
TArray< ABattleObject * > ObjectsToIgnoreHitsFrom
float OrthoBlendActive = 0
APlayerObject * Player = nullptr
int32 PosX = 0
int32 PosY = 0
int32 PosZ = 0
ABattleObject * PositionLinkObj = nullptr
int32 PrevOffsetX = 0
int32 PrevOffsetY = 0
int32 PrevPosX = 0
int32 PrevPosY = 0
int32 PrevPosZ = 0
int32 PrevRootMotionX = 0
int32 PrevRootMotionY = 0
int32 PrevRootMotionZ = 0
int32 Pushback = 0
int32 R = 0
FHitData ReceivedHit = {}
FHitDataCommon ReceivedHitCommon = {}
float ScreenSpaceDepthOffset = 0
FName SocketName = {}
EObjType SocketObj = OBJ\_Self
FVector SocketOffset = FVector::ZeroVector
int32 SpeedX = 0
int32 SpeedXRate = 100
int32 SpeedXRatePerFrame = 100
int32 SpeedY = 0
int32 SpeedYRate = 100
int32 SpeedYRatePerFrame = 100
int32 SpeedZ = 0
int32 SpeedZRate = 100
int32 SpeedZRatePerFrame = 100
ABattleObject * StopLinkObj = nullptr
int32 StunTime = 0
int32 StunTimeMax = 0
int32 SubroutineReg1 = 0
int32 SubroutineReg2 = 0
int32 SubroutineReg3 = 0
int32 SubroutineReg4 = 0
int32 SubroutineReturnVal1 = 0
int32 SubroutineReturnVal2 = 0
int32 SubroutineReturnVal3 = 0
int32 SubroutineReturnVal4 = 0
FSuperArmorData SuperArmorData = [**FSuperArmorData**](struct_f_super_armor_data.md)()
int32 T = 0
int32 TimeUntilNextCel = 0
int32 Timer0 = 0
int32 Timer1 = 0
float Transparency = 1
float TransparencySpeed = 0
int32 UpdateTime = 0
bool bIsCommonState = false
bool bRender = true

Public Functions

Type Name
APlayerObject ()
void AddAirDash (int32 NewAirDash)
void AddAirJump (int32 NewAirJump)
void AddAutoComboCancel (FGameplayTag Option, EInputFlags Button)
void AddBattleObjectToStorage (ABattleObject * InActor, int Index)
void AddChainCancelOption (FGameplayTag Option)
void AddHealth (int Value)
void AddMeter (int Meter)
void AddObjectState (FGameplayTag Name, UState * State, bool IsCommon)
void AddRecoverableHealth (int Value)
void AddState (FGameplayTag Name, UState * State, FGameplayTag StateMachineName)
void AddSubroutine (FGameplayTag Name, USubroutine * Subroutine, bool IsCommon)
void AddWhiffCancelOption (FGameplayTag Option)
void BattleHudVisibility (bool Visible)
APlayerObject * CallAssist (int AssistIndex, FGameplayTag AssistName)
bool CanEnterState (UState * State, FGameplayTag StateMachineName)
bool CheckEnemyInRange (int32 XBegin, int32 XEnd, int32 YBegin, int32 YEnd) const
bool CheckHasHit () const
bool CheckInput (const FInputCondition & Input)
bool CheckIsAttacking () const
bool CheckIsStunned () const
bool CheckStateEnabled (EStateType StateType, FGameplayTag CustomStateType, FGameplayTag StateMachineName)
void DisableAll (FGameplayTag StateMachineName)
void DisableCustomState (FGameplayTag CustomStateType, FGameplayTag StateMachineName)
void DisableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask, FGameplayTag StateMachineName)
void EditorUpdate ()
void EmptyStateMachine ()
void EnableAll (FGameplayTag StateMachineName)
void EnableAttacks ()
void EnableCancelIntoSelf (bool Enable)
void EnableChainCancel (bool Enable)
void EnableCustomState (FGameplayTag CustomStateType, FGameplayTag StateMachineName)
void EnableForwardAirdashCancel (bool Enable)
void EnableJumpCancel (bool Enable)
void EnableReverseBeat (bool Enable)
void EnableSpecialCancel (bool Enable)
void EnableState (UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask, FGameplayTag StateMachineName)
void EnableSuperCancel (bool Enable)
void EnableWhiffCancel (bool Enable)
void EndMatch () const
void EndRound () const
void ForceEnableFarNormal (bool Enable)
EBlockType GetAttackBlockType () const
FGameplayTag GetCurrentStateName (FGameplayTag StateMachineName)
int32 GetEnableFlags (FGameplayTag StateMachineName)
FGameplayTag GetLastStateName () const
FGameplayTag GetStateEntryName () const
FStateMachine & GetStateMachine (FGameplayTag StateMachineName)
bool HandleAutoCombo (int32 StateIndex, FStateMachine & StateMachine)
void HandleBlockAction ()
void HandleBufferedState ()
void HandleBufferedState (FStateMachine & StateMachine)
void HandleEndCombo ()
void HandleFlipInput ()
void HandleHitAction (EHitAction HACT)
void HandleProximityBlock ()
bool HandleStateInputs (int32 StateIndex, bool Buffer, FStateMachine & StateMachine)
void HandleStateMachine (bool Buffer, FStateMachine & StateMachine)
bool HandleStateTransition (int32 StateIndex, bool Buffer, FStateMachine & StateMachine)
void InitBP ()
void InitPlayer ()
bool IsCorrectBlock (EBlockType BlockType)
bool IsEnemyAttackState () const
bool IsEnemyBlocking () const
bool IsEnemyThrow () const
bool IsInvulnerable (const ABattleObject * Attacker) const
bool IsInvulnerable_BP () const
bool IsMainPlayer () const
bool IsOnScreen () const
bool IsTouchingWall () const
bool JumpToState (FGameplayTag NewName, FGameplayTag StateMachineName, bool IsLabel=false)
bool JumpToStateByClass (TSubclassOf< UState > Class, FGameplayTag StateMachineName, bool IsLabel=false)
bool JumpToStateByClassPrimary (TSubclassOf< UState > Class, bool IsLabel=false)
bool JumpToStatePrimary (FGameplayTag NewName, bool IsLabel=false)
void LoadForRollbackBP (TArray< uint8 > InBytes)
void LoadForRollbackPlayer (const unsigned char * Buffer)
void OnStateChange ()
void PauseRoundTimer (bool Pause)
void PlayCommonLevelSequence (FGameplayTag Name)
void PlayLevelSequence (FGameplayTag Name)
void PlayVoiceLine (FGameplayTag Name)
void PostStateChange ()
void RecoverHealth (int Value)
void RemoveAutoComboCancel (EInputFlags Button)
void RemoveChainCancelOption (FGameplayTag Option)
void RemoveWhiffCancelOption (FGameplayTag Option)
void ResetAirDash ()
void ResetAirJump ()
void RoundInit (bool ResetHealth)
void RoundInit_BP ()
TArray< uint8 > SaveForRollbackBP ()
void SaveForRollbackPlayer (unsigned char * Buffer) const
void SetAirDashNoAttackTimer (bool IsForward)
void SetAirDashTimer (bool IsForward)
void SetDamageReactionCel (FGameplayTag Type)
void SetDefaultComponentVisibility ()
void SetDefaultLandingAction (bool Enable)
void SetGuardValues ()
void SetHeadAttribute (bool Attribute)
void SetHeadInvulnerable (bool Invulnerable)
void SetHealth (int Value)
void SetHitValues (bool bCustomAir=false)
void SetHitValuesOverTime ()
void SetHitgrabActive (bool Active)
void SetKnockdownState ()
void SetMeterCooldownTimer (int Timer)
void SetOnScreen (bool OnScreen)
void SetProjectileInvulnerable (bool Invulnerable)
void SetRecoverableHealth (int Value)
void SetStance (EActionStance InStance)
void SetStateForCPU (FGameplayTag StateName, FGameplayTag StateMachineName)
void SetStrikeInvulnerable (bool Invulnerable)
void SetStrikeInvulnerableForTime (int32 Timer)
void SetStunTime (int32 NewTime)
void SetTeamCooldown (int NewTeamIndex, int Cooldown)
void SetThrowActive (bool Active)
void SetThrowExeState (FGameplayTag ExeState)
void SetThrowInvulnerable (bool Invulnerable)
void SetThrowInvulnerableForTime (int32 Timer)
void SetThrowPosition (int32 ThrowPosX, int32 ThrowPosY)
void SetThrowRange (int32 InThrowRange)
void SetThrowResistForTime (int32 Timer)
void StopLevelSequence ()
APlayerObject * SwitchMainPlayer (int NewTeamIndex, bool bForce=false, bool bEvenOnScreen=false)
void ThrowEnd ()
void ThrowExe ()
void ToggleComponentVisibility (FName ComponentName, bool Visible)
virtual void Update () override
void UpdateNotBattle ()
void UseMeter (int Use)

Public Functions inherited from ABattleObject

See ABattleObject

Type Name
ABattleObject ()
ABattleObject * AddBattleObject (FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)
ABattleObject * AddCommonBattleObject (FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)
void AddPosXWithDir (int InPosX)
void AddSpeedXRaw (int InSpeedX)
void ApplyRootMotion ()
void AttachToSocketOfObject (FName InSocketName, FVector Offset, EObjType ObjType)
int32 CalculateAngleBetweenPoints (EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)
int32 CalculateDistanceBetweenPoints (EDistanceType Type, EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)
void CalculatePushbox ()
int32 CalculateSpeedAngle () const
void CallSubroutine (FGameplayTag Name)
void CallSubroutineWithArgs (FGameplayTag Name, int32 Arg1, int32 Arg2, int32 Arg3, int32 Arg4)
void CameraShake (FGameplayTag PatternName, int32 Scale)
bool CheckBoxOverlap (ABattleObject * OtherObj, const EBoxType SelfType, const FGameplayTag SelfCustomType, const EBoxType OtherType, const FGameplayTag OtherCustomType)
bool CheckIsGrounded () const
void CollisionView ()
void CreateCharaParticle (FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)
void CreateCommonParticle (FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)
void DeactivateObject ()
void DetachFromSocket ()
void DisableInertia ()
void EnableDeactivateIfBeyondBounds (bool Enable)
void EnableDeactivateOnReceiveHit (bool Enable)
void EnableDeactivateOnStateChange (bool Enable)
void EnableFlip (bool Enabled)
void EnableHit (bool Enabled)
void EnableInertia ()
void FaceOpponent ()
void FlipObject ()
int32 GenerateRandomNumber (int32 Min, int32 Max) const
UAnimSequenceBase * GetAnimSequenceForPart (const FName Part) const
ABattleObject * GetBattleObject (EObjType Type)
void GetBoxPosition (const EBoxType BoxType, const FGameplayTag CustomType, int & OutPosX, int & OutPosY) const
void GetBoxes ()
FGameplayTag GetCelName () const
UPaperFlipbook * GetFlipbookForPart (const FName Part) const
int32 GetGauge (int32 GaugeIndex) const
FGameplayTag GetLabelName () const
int32 GetPosYCenter () const
void GotoLabel (FGameplayTag InName)
void HaltMomentum ()
void HandleClashCollision (ABattleObject * OtherObj)
void HandleCustomCollision_PostHit (ABattleObject * OtherObj)
void HandleCustomCollision_PreHit (ABattleObject * OtherObj)
void HandleFlip ()
void HandleHitCollision (ABattleObject * AttackedObj)
void HandlePushCollision (ABattleObject * OtherObj)
void IgnoreSuperFreeze (bool Ignore)
void InitEventHandler (EEventType EventType, FName FuncName, int32 Value, FGameplayTag SubroutineName)
FHitData InitHitDataByAttackLevel (bool IsCounter)
void InitObject ()
bool IsStopped () const
bool IsTimerPaused () const
ALinkActor * LinkActor (FGameplayTag Name)
void LinkCharaParticle (FGameplayTag Name)
void LinkCommonParticle (FGameplayTag Name)
void LoadForRollback (const unsigned char * Buffer)
void PlayCharaSound (FGameplayTag Name)
void PlayCommonSound (FGameplayTag Name)
void PosTypeToPosition (EPosType Type, int32 & OutPosX, int32 & OutPosY) const
void PositionLinkUpdate ()
void RemoveEventHandler (EEventType EventType)
void RemoveLinkActor ()
void ResetObject ()
void SaveForRollback (unsigned char * Buffer) const
void ScreenPosToWorldPos (const int32 X, const int32 Y, int32 & OutX, int32 & OutY) const
void SetAttacking (bool Attacking)
void SetBlendCelName (FGameplayTag InName)
void SetCelDuration (int32 InTime)
void SetCelName (FGameplayTag InName)
void SetFacing (EObjDir NewDir)
void SetFloorCollisionActive (bool Active)
void SetGauge (int32 GaugeIndex, int32 Value)
void SetHitOTG (bool Enable)
void SetIgnoreHitstunScaling (bool Ignore)
void SetIgnoreOTG (bool Ignore)
void SetIgnorePushbackScaling (bool Ignore)
void SetObjectID (int InObjectID)
void SetPitch (int32 Pitch_x1000)
void SetPlayerHit (bool Enable)
void SetProjectileAttribute (bool Attribute)
void SetProrateOnce (bool Once)
void SetPushCollisionActive (bool Active)
void SetPushWidthExtend (int32 Extend)
void SetRoll (int32 Roll_x1000)
void SetSpeedXRaw (int InSpeedX)
void SetTimeUntilNextCel (int32 InTime)
void SetWallCollisionActive (bool Active)
void SetYaw (int32 Yaw_x1000)
void StartSuperFreeze (int Duration, int SelfDuration=0)
virtual void Tick (float DeltaTime) override
void TriggerEvent (EEventType EventType, FGameplayTag StateMachineName)
virtual void Update ()
virtual void UpdateVisuals ()
virtual void UpdateVisualsNoRollback ()
void UpdateVisuals_BP ()
void UseGauge (int32 GaugeIndex, int32 Value)

Public Static Functions

Type Name
uint32 FlipInput (uint32 Input)

Public Static Functions inherited from ABattleObject

See ABattleObject

Type Name
int32 NormalizeAngle (int32 Angle_x1000)

Protected Attributes

Type Name
uint32 AirDashNoAttackTime = 0
uint32 AirDashTimerMax = 0
int32 AutoComboCancels = {}
FGameplayTag BufferedStateName
uint32 CancelFlags = 0
uint32 CurrentAirDashCount = 0
uint32 CurrentAirJumpCount = 0
FGameplayTag ExeStateName
uint32 InstantBlockLockoutTimer = 0
FGameplayTag LastStateName
uint32 MeterCooldownTimer = 0
int32 ThrowRange = 0
int32 ThrowTechTimer = 0
bool bIsAutoCombo = false

Protected Attributes inherited from ABattleObject

See ABattleObject

Type Name
int32 PushHeight = 0
int32 PushHeightLow = 0
int32 PushWidth = 0
int32 PushWidthExtend = 0

Protected Functions inherited from ABattleObject

See ABattleObject

Type Name
virtual void BeginPlay () override
void CalculateHoming ()
void FuncCall (const FName & FuncName) const
UNightSkyAnimSequenceUserData * GetAnimSequenceUserData (const FName PartName) const
TArray< UNightSkyAnimSequenceUserData * > GetAnimSequenceUserDatas () const
void Move ()
bool SuperArmorSuccess (const ABattleObject * Attacker) const

Public Attributes Documentation

variable AirDashCount

int32 APlayerObject::AirDashCount;

variable AirDashMinimumHeight

int32 APlayerObject::AirDashMinimumHeight;

variable AirDashTimer

uint32 APlayerObject::AirDashTimer;

variable AirJumpCount

int32 APlayerObject::AirJumpCount;

variable AirPushHeight

int32 APlayerObject::AirPushHeight;

variable AirPushHeightLow

int32 APlayerObject::AirPushHeightLow;

variable AirPushWidth

int32 APlayerObject::AirPushWidth;

variable BAirDashNoAttackTime

int32 APlayerObject::BAirDashNoAttackTime;

variable BAirDashSpeed

int32 APlayerObject::BAirDashSpeed;

variable BAirDashTime

int32 APlayerObject::BAirDashTime;

variable BDashGravity

int32 APlayerObject::BDashGravity;

variable BDashHeight

int32 APlayerObject::BDashHeight;

variable BDashSpeed

int32 APlayerObject::BDashSpeed;

variable BJumpSpeed

int32 APlayerObject::BJumpSpeed;

variable BSuperJumpSpeed

int32 APlayerObject::BSuperJumpSpeed;

variable BWalkSpeed

int32 APlayerObject::BWalkSpeed;

variable CameraShakeData

UCameraShakeData* APlayerObject::CameraShakeData;

variable CanProximityThrow

bool APlayerObject::CanProximityThrow;

variable CanReverseBeat

bool APlayerObject::CanReverseBeat;

variable ChainCancelOptions

TArray<int32> APlayerObject::ChainCancelOptions;

variable CharaParticleData

UParticleData* APlayerObject::CharaParticleData;

variable CharaStateData

UStateData* APlayerObject::CharaStateData;

variable CharaSubroutineData

USubroutineData* APlayerObject::CharaSubroutineData;

variable CloseNormalRange

int32 APlayerObject::CloseNormalRange;

variable CmnPlayerReg1

int32 APlayerObject::CmnPlayerReg1;

variable CmnPlayerReg2

int32 APlayerObject::CmnPlayerReg2;

variable CmnPlayerReg3

int32 APlayerObject::CmnPlayerReg3;

variable CmnPlayerReg4

int32 APlayerObject::CmnPlayerReg4;

variable CmnPlayerReg5

int32 APlayerObject::CmnPlayerReg5;

variable CmnPlayerReg6

int32 APlayerObject::CmnPlayerReg6;

variable CmnPlayerReg7

int32 APlayerObject::CmnPlayerReg7;

variable CmnPlayerReg8

int32 APlayerObject::CmnPlayerReg8;

variable CollisionData

UCollisionData* APlayerObject::CollisionData;

variable ColorIndex

int32 APlayerObject::ColorIndex;

variable ComboCounter

int32 APlayerObject::ComboCounter;

variable ComboRate

int32 APlayerObject::ComboRate;

variable ComboTimer

int32 APlayerObject::ComboTimer;

variable CommonCollisionData

UCollisionData* APlayerObject::CommonCollisionData;

variable CommonLinkActorData

ULinkActorData* APlayerObject::CommonLinkActorData;

variable CommonObjectStateData

UStateData* APlayerObject::CommonObjectStateData;

variable CommonObjectStateNames

TArray<FGameplayTag> APlayerObject::CommonObjectStateNames;

variable CommonObjectStates

TArray<UState*> APlayerObject::CommonObjectStates;

variable CommonParticleData

UParticleData* APlayerObject::CommonParticleData;

variable CommonSequenceData

USequenceData* APlayerObject::CommonSequenceData;

variable CommonSoundData

USoundData* APlayerObject::CommonSoundData;

variable CommonSubroutineData

USubroutineData* APlayerObject::CommonSubroutineData;

variable CommonSubroutineNames

TArray<FGameplayTag> APlayerObject::CommonSubroutineNames;

variable CommonSubroutines

TArray<USubroutine*> APlayerObject::CommonSubroutines;

variable ComponentVisible

bool APlayerObject::ComponentVisible[MaxComponentCount];

variable CrouchPushHeight

int32 APlayerObject::CrouchPushHeight;

variable CrouchPushWidth

int32 APlayerObject::CrouchPushWidth;

variable CurrentHealth

int32 APlayerObject::CurrentHealth;

variable DamageReactionCels

TMap<FGameplayTag, FGameplayTag> APlayerObject::DamageReactionCels;

variable Enemy

APlayerObject* APlayerObject::Enemy;

variable ExtraGauges

TArray<FExtraGauge> APlayerObject::ExtraGauges;

variable FAirDashNoAttackTime

int32 APlayerObject::FAirDashNoAttackTime;

variable FAirDashSpeed

int32 APlayerObject::FAirDashSpeed;

variable FAirDashTime

int32 APlayerObject::FAirDashTime;

variable FDashAccel

int32 APlayerObject::FDashAccel;

variable FDashFriction

int32 APlayerObject::FDashFriction;

variable FDashInitSpeed

int32 APlayerObject::FDashInitSpeed;

variable FDashMaxSpeed

int32 APlayerObject::FDashMaxSpeed;

variable FJumpSpeed

int32 APlayerObject::FJumpSpeed;

variable FSuperJumpSpeed

int32 APlayerObject::FSuperJumpSpeed;

variable FWalkSpeed

int32 APlayerObject::FWalkSpeed;

variable FlipInputs

bool APlayerObject::FlipInputs;

variable ForwardAirDashMeterGain

int32 APlayerObject::ForwardAirDashMeterGain;

variable ForwardDashMeterGain

int32 APlayerObject::ForwardDashMeterGain;

variable ForwardJumpMeterGain

int32 APlayerObject::ForwardJumpMeterGain;

variable ForwardWalkMeterGain

int32 APlayerObject::ForwardWalkMeterGain;

variable Inputs

uint32 APlayerObject::Inputs;

variable IntroEndFlag

bool APlayerObject::IntroEndFlag;

variable IntroName

FGameplayTag APlayerObject::IntroName;

variable InvulnFlags

uint32 APlayerObject::InvulnFlags;

variable JumpGravity

int32 APlayerObject::JumpGravity;

variable JumpHeight

int32 APlayerObject::JumpHeight;

variable LinkActorData

ULinkActorData* APlayerObject::LinkActorData;

variable MaterialData

UMaterialData* APlayerObject::MaterialData;

variable MaxColorIndex

int32 APlayerObject::MaxColorIndex;

variable MaxHealth

int32 APlayerObject::MaxHealth;

variable MaxMeter

int32 APlayerObject::MaxMeter;

variable MaxOTGCount

int32 APlayerObject::MaxOTGCount;

variable MeterPercentOnHit

int32 APlayerObject::MeterPercentOnHit;

variable MeterPercentOnHitGuard

int32 APlayerObject::MeterPercentOnHitGuard;

variable MeterPercentOnReceiveHit

int32 APlayerObject::MeterPercentOnReceiveHit;

variable MeterPercentOnReceiveHitGuard

int32 APlayerObject::MeterPercentOnReceiveHitGuard;

variable MovesUsedInChain

TArray<int32> APlayerObject::MovesUsedInChain;

variable MovesUsedInCombo

TArray<int32> APlayerObject::MovesUsedInCombo;

variable OTGCount

int32 APlayerObject::OTGCount;

variable ObjectStateData

UStateData* APlayerObject::ObjectStateData;

variable ObjectStateNames

TArray<FGameplayTag> APlayerObject::ObjectStateNames;

variable ObjectStates

TArray<UState*> APlayerObject::ObjectStates;

variable OtgProration

int32 APlayerObject::OtgProration;

variable PlayerFlags

uint32 APlayerObject::PlayerFlags;

variable PlayerIndex

int32 APlayerObject::PlayerIndex;

variable PlayerReg1

int32 APlayerObject::PlayerReg1;

variable PlayerReg2

int32 APlayerObject::PlayerReg2;

variable PlayerReg3

int32 APlayerObject::PlayerReg3;

variable PlayerReg4

int32 APlayerObject::PlayerReg4;

variable PlayerReg5

int32 APlayerObject::PlayerReg5;

variable PlayerReg6

int32 APlayerObject::PlayerReg6;

variable PlayerReg7

int32 APlayerObject::PlayerReg7;

variable PlayerReg8

int32 APlayerObject::PlayerReg8;

variable PlayerSync

unsigned char APlayerObject::PlayerSync;

variable PlayerSyncEnd

unsigned char APlayerObject::PlayerSyncEnd;

variable PrimaryStateMachine

FStateMachine APlayerObject::PrimaryStateMachine;

variable ProximityThrowInput

FInputCondition APlayerObject::ProximityThrowInput;

variable RecoverableHealth

int32 APlayerObject::RecoverableHealth;

variable RoundEndFlag

bool APlayerObject::RoundEndFlag;

variable RoundWinTimer

int32 APlayerObject::RoundWinTimer;

variable SequenceData

USequenceData* APlayerObject::SequenceData;

variable SoundData

USoundData* APlayerObject::SoundData;

variable Stance

TEnumAsByte<EActionStance> APlayerObject::Stance;

variable StandPushHeight

int32 APlayerObject::StandPushHeight;

variable StandPushWidth

int32 APlayerObject::StandPushWidth;

variable StateEntryName

FGameplayTag APlayerObject::StateEntryName;

variable StoredBattleObjects

ABattleObject* APlayerObject::StoredBattleObjects[16];

variable StoredInputBuffer

FInputBuffer APlayerObject::StoredInputBuffer;

variable StoredLinkActors

TArray<FLinkedActorContainer> APlayerObject::StoredLinkActors;

variable StrikeInvulnerableTimer

uint32 APlayerObject::StrikeInvulnerableTimer;

variable SubStateData

TMap<FGameplayTag, UStateData*> APlayerObject::SubStateData;

variable SubStateMachines

TArray<FStateMachine> APlayerObject::SubStateMachines;

variable SubroutineNames

TArray<FGameplayTag> APlayerObject::SubroutineNames;

variable Subroutines

TArray<USubroutine*> APlayerObject::Subroutines;

variable SuperJumpGravity

int32 APlayerObject::SuperJumpGravity;

variable SuperJumpHeight

int32 APlayerObject::SuperJumpHeight;

variable TeamIndex

int32 APlayerObject::TeamIndex;

variable ThrowInvulnerableTimer

uint32 APlayerObject::ThrowInvulnerableTimer;

variable ThrowResistAfterWakeUp

int32 APlayerObject::ThrowResistAfterWakeUp;

variable ThrowResistTimer

uint32 APlayerObject::ThrowResistTimer;

variable ThrowTechWindow

int32 APlayerObject::ThrowTechWindow;

variable TotalProration

int32 APlayerObject::TotalProration;

variable VoiceData

USoundData* APlayerObject::VoiceData;

variable WallTouchTimer

int32 APlayerObject::WallTouchTimer;

variable WhiffCancelOptions

TArray<int32> APlayerObject::WhiffCancelOptions;

variable bCrumpled

bool APlayerObject::bCrumpled;

variable bIsCpu

bool APlayerObject::bIsCpu;

variable bLimitCrumple

bool APlayerObject::bLimitCrumple;

variable bMirrorWhenFlip

bool APlayerObject::bMirrorWhenFlip;

Public Functions Documentation

function APlayerObject

APlayerObject::APlayerObject () 

function AddAirDash

void APlayerObject::AddAirDash (
    int32 NewAirDash
) 

function AddAirJump

void APlayerObject::AddAirJump (
    int32 NewAirJump
) 

function AddAutoComboCancel

void APlayerObject::AddAutoComboCancel (
    FGameplayTag Option,
    EInputFlags Button
) 

function AddBattleObjectToStorage

void APlayerObject::AddBattleObjectToStorage (
    ABattleObject * InActor,
    int Index
) 

function AddChainCancelOption

void APlayerObject::AddChainCancelOption (
    FGameplayTag Option
) 

function AddHealth

void APlayerObject::AddHealth (
    int Value
) 

function AddMeter

void APlayerObject::AddMeter (
    int Meter
) 

function AddObjectState

void APlayerObject::AddObjectState (
    FGameplayTag Name,
    UState * State,
    bool IsCommon
) 

function AddRecoverableHealth

void APlayerObject::AddRecoverableHealth (
    int Value
) 

function AddState

void APlayerObject::AddState (
    FGameplayTag Name,
    UState * State,
    FGameplayTag StateMachineName
) 

function AddSubroutine

void APlayerObject::AddSubroutine (
    FGameplayTag Name,
    USubroutine * Subroutine,
    bool IsCommon
) 

function AddWhiffCancelOption

void APlayerObject::AddWhiffCancelOption (
    FGameplayTag Option
) 

function BattleHudVisibility

void APlayerObject::BattleHudVisibility (
    bool Visible
) 

function CallAssist

APlayerObject * APlayerObject::CallAssist (
    int AssistIndex,
    FGameplayTag AssistName
) 

function CanEnterState

bool APlayerObject::CanEnterState (
    UState * State,
    FGameplayTag StateMachineName
) 

function CheckEnemyInRange

bool APlayerObject::CheckEnemyInRange (
    int32 XBegin,
    int32 XEnd,
    int32 YBegin,
    int32 YEnd
) const

function CheckHasHit

bool APlayerObject::CheckHasHit () const

function CheckInput

bool APlayerObject::CheckInput (
    const FInputCondition & Input
) 

function CheckIsAttacking

bool APlayerObject::CheckIsAttacking () const

function CheckIsStunned

bool APlayerObject::CheckIsStunned () const

function CheckStateEnabled

bool APlayerObject::CheckStateEnabled (
    EStateType StateType,
    FGameplayTag CustomStateType,
    FGameplayTag StateMachineName
) 

function DisableAll

void APlayerObject::DisableAll (
    FGameplayTag StateMachineName
) 

function DisableCustomState

void APlayerObject::DisableCustomState (
    FGameplayTag CustomStateType,
    FGameplayTag StateMachineName
) 

function DisableState

void APlayerObject::DisableState (
    UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask,
    FGameplayTag StateMachineName
) 

function EditorUpdate

void APlayerObject::EditorUpdate () 

function EmptyStateMachine

void APlayerObject::EmptyStateMachine () 

function EnableAll

void APlayerObject::EnableAll (
    FGameplayTag StateMachineName
) 

function EnableAttacks

void APlayerObject::EnableAttacks () 

function EnableCancelIntoSelf

void APlayerObject::EnableCancelIntoSelf (
    bool Enable
) 

function EnableChainCancel

void APlayerObject::EnableChainCancel (
    bool Enable
) 

function EnableCustomState

void APlayerObject::EnableCustomState (
    FGameplayTag CustomStateType,
    FGameplayTag StateMachineName
) 

function EnableForwardAirdashCancel

void APlayerObject::EnableForwardAirdashCancel (
    bool Enable
) 

function EnableJumpCancel

void APlayerObject::EnableJumpCancel (
    bool Enable
) 

function EnableReverseBeat

void APlayerObject::EnableReverseBeat (
    bool Enable
) 

function EnableSpecialCancel

void APlayerObject::EnableSpecialCancel (
    bool Enable
) 

function EnableState

void APlayerObject::EnableState (
    UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask,
    FGameplayTag StateMachineName
) 

function EnableSuperCancel

void APlayerObject::EnableSuperCancel (
    bool Enable
) 

function EnableWhiffCancel

void APlayerObject::EnableWhiffCancel (
    bool Enable
) 

function EndMatch

void APlayerObject::EndMatch () const

function EndRound

void APlayerObject::EndRound () const

function ForceEnableFarNormal

void APlayerObject::ForceEnableFarNormal (
    bool Enable
) 

function GetAttackBlockType

EBlockType APlayerObject::GetAttackBlockType () const

function GetCurrentStateName

FGameplayTag APlayerObject::GetCurrentStateName (
    FGameplayTag StateMachineName
) 

function GetEnableFlags

int32 APlayerObject::GetEnableFlags (
    FGameplayTag StateMachineName
) 

function GetLastStateName

FGameplayTag APlayerObject::GetLastStateName () const

function GetStateEntryName

FGameplayTag APlayerObject::GetStateEntryName () const

function GetStateMachine

FStateMachine & APlayerObject::GetStateMachine (
    FGameplayTag StateMachineName
) 

function HandleAutoCombo

bool APlayerObject::HandleAutoCombo (
    int32 StateIndex,
    FStateMachine & StateMachine
) 

function HandleBlockAction

void APlayerObject::HandleBlockAction () 

function HandleBufferedState [1/2]

void APlayerObject::HandleBufferedState () 

function HandleBufferedState [2/2]

void APlayerObject::HandleBufferedState (
    FStateMachine & StateMachine
) 

function HandleEndCombo

void APlayerObject::HandleEndCombo () 

function HandleFlipInput

void APlayerObject::HandleFlipInput () 

function HandleHitAction

void APlayerObject::HandleHitAction (
    EHitAction HACT
) 

function HandleProximityBlock

void APlayerObject::HandleProximityBlock () 

function HandleStateInputs

bool APlayerObject::HandleStateInputs (
    int32 StateIndex,
    bool Buffer,
    FStateMachine & StateMachine
) 

function HandleStateMachine

void APlayerObject::HandleStateMachine (
    bool Buffer,
    FStateMachine & StateMachine
) 

function HandleStateTransition

bool APlayerObject::HandleStateTransition (
    int32 StateIndex,
    bool Buffer,
    FStateMachine & StateMachine
) 

function InitBP

void APlayerObject::InitBP () 

function InitPlayer

void APlayerObject::InitPlayer () 

function IsCorrectBlock

bool APlayerObject::IsCorrectBlock (
    EBlockType BlockType
) 

function IsEnemyAttackState

bool APlayerObject::IsEnemyAttackState () const

function IsEnemyBlocking

bool APlayerObject::IsEnemyBlocking () const

function IsEnemyThrow

bool APlayerObject::IsEnemyThrow () const

function IsInvulnerable

bool APlayerObject::IsInvulnerable (
    const ABattleObject * Attacker
) const

function IsInvulnerable_BP

bool APlayerObject::IsInvulnerable_BP () const

function IsMainPlayer

bool APlayerObject::IsMainPlayer () const

function IsOnScreen

bool APlayerObject::IsOnScreen () const

function IsTouchingWall

bool APlayerObject::IsTouchingWall () const

function JumpToState

bool APlayerObject::JumpToState (
    FGameplayTag NewName,
    FGameplayTag StateMachineName,
    bool IsLabel=false
) 

function JumpToStateByClass

bool APlayerObject::JumpToStateByClass (
    TSubclassOf< UState > Class,
    FGameplayTag StateMachineName,
    bool IsLabel=false
) 

function JumpToStateByClassPrimary

bool APlayerObject::JumpToStateByClassPrimary (
    TSubclassOf< UState > Class,
    bool IsLabel=false
) 

function JumpToStatePrimary

bool APlayerObject::JumpToStatePrimary (
    FGameplayTag NewName,
    bool IsLabel=false
) 

function LoadForRollbackBP

void APlayerObject::LoadForRollbackBP (
    TArray< uint8 > InBytes
) 

function LoadForRollbackPlayer

void APlayerObject::LoadForRollbackPlayer (
    const unsigned char * Buffer
) 

function OnStateChange

void APlayerObject::OnStateChange () 

function PauseRoundTimer

void APlayerObject::PauseRoundTimer (
    bool Pause
) 

function PlayCommonLevelSequence

void APlayerObject::PlayCommonLevelSequence (
    FGameplayTag Name
) 

function PlayLevelSequence

void APlayerObject::PlayLevelSequence (
    FGameplayTag Name
) 

function PlayVoiceLine

void APlayerObject::PlayVoiceLine (
    FGameplayTag Name
) 

function PostStateChange

void APlayerObject::PostStateChange () 

function RecoverHealth

void APlayerObject::RecoverHealth (
    int Value
) 

function RemoveAutoComboCancel

void APlayerObject::RemoveAutoComboCancel (
    EInputFlags Button
) 

function RemoveChainCancelOption

void APlayerObject::RemoveChainCancelOption (
    FGameplayTag Option
) 

function RemoveWhiffCancelOption

void APlayerObject::RemoveWhiffCancelOption (
    FGameplayTag Option
) 

function ResetAirDash

void APlayerObject::ResetAirDash () 

function ResetAirJump

void APlayerObject::ResetAirJump () 

function RoundInit

void APlayerObject::RoundInit (
    bool ResetHealth
) 

function RoundInit_BP

void APlayerObject::RoundInit_BP () 

function SaveForRollbackBP

TArray< uint8 > APlayerObject::SaveForRollbackBP () 

function SaveForRollbackPlayer

void APlayerObject::SaveForRollbackPlayer (
    unsigned char * Buffer
) const

function SetAirDashNoAttackTimer

void APlayerObject::SetAirDashNoAttackTimer (
    bool IsForward
) 

function SetAirDashTimer

void APlayerObject::SetAirDashTimer (
    bool IsForward
) 

function SetDamageReactionCel

void APlayerObject::SetDamageReactionCel (
    FGameplayTag Type
) 

function SetDefaultComponentVisibility

void APlayerObject::SetDefaultComponentVisibility () 

function SetDefaultLandingAction

void APlayerObject::SetDefaultLandingAction (
    bool Enable
) 

function SetGuardValues

void APlayerObject::SetGuardValues () 

function SetHeadAttribute

void APlayerObject::SetHeadAttribute (
    bool Attribute
) 

function SetHeadInvulnerable

void APlayerObject::SetHeadInvulnerable (
    bool Invulnerable
) 

function SetHealth

void APlayerObject::SetHealth (
    int Value
) 

function SetHitValues

void APlayerObject::SetHitValues (
    bool bCustomAir=false
) 

function SetHitValuesOverTime

void APlayerObject::SetHitValuesOverTime () 

function SetHitgrabActive

void APlayerObject::SetHitgrabActive (
    bool Active
) 

function SetKnockdownState

void APlayerObject::SetKnockdownState () 

function SetMeterCooldownTimer

void APlayerObject::SetMeterCooldownTimer (
    int Timer
) 

function SetOnScreen

void APlayerObject::SetOnScreen (
    bool OnScreen
) 

function SetProjectileInvulnerable

void APlayerObject::SetProjectileInvulnerable (
    bool Invulnerable
) 

function SetRecoverableHealth

void APlayerObject::SetRecoverableHealth (
    int Value
) 

function SetStance

void APlayerObject::SetStance (
    EActionStance InStance
) 

function SetStateForCPU

void APlayerObject::SetStateForCPU (
    FGameplayTag StateName,
    FGameplayTag StateMachineName
) 

function SetStrikeInvulnerable

void APlayerObject::SetStrikeInvulnerable (
    bool Invulnerable
) 

function SetStrikeInvulnerableForTime

void APlayerObject::SetStrikeInvulnerableForTime (
    int32 Timer
) 

function SetStunTime

void APlayerObject::SetStunTime (
    int32 NewTime
) 

function SetTeamCooldown

void APlayerObject::SetTeamCooldown (
    int NewTeamIndex,
    int Cooldown
) 

function SetThrowActive

void APlayerObject::SetThrowActive (
    bool Active
) 

function SetThrowExeState

void APlayerObject::SetThrowExeState (
    FGameplayTag ExeState
) 

function SetThrowInvulnerable

void APlayerObject::SetThrowInvulnerable (
    bool Invulnerable
) 

function SetThrowInvulnerableForTime

void APlayerObject::SetThrowInvulnerableForTime (
    int32 Timer
) 

function SetThrowPosition

void APlayerObject::SetThrowPosition (
    int32 ThrowPosX,
    int32 ThrowPosY
) 

function SetThrowRange

void APlayerObject::SetThrowRange (
    int32 InThrowRange
) 

function SetThrowResistForTime

void APlayerObject::SetThrowResistForTime (
    int32 Timer
) 

function StopLevelSequence

void APlayerObject::StopLevelSequence () 

function SwitchMainPlayer

APlayerObject * APlayerObject::SwitchMainPlayer (
    int NewTeamIndex,
    bool bForce=false,
    bool bEvenOnScreen=false
) 

function ThrowEnd

void APlayerObject::ThrowEnd () 

function ThrowExe

void APlayerObject::ThrowExe () 

function ToggleComponentVisibility

void APlayerObject::ToggleComponentVisibility (
    FName ComponentName,
    bool Visible
) 

function Update

virtual void APlayerObject::Update () override

Implements ABattleObject::Update


function UpdateNotBattle

void APlayerObject::UpdateNotBattle () 

function UseMeter

void APlayerObject::UseMeter (
    int Use
) 

Public Static Functions Documentation

function FlipInput

static uint32 APlayerObject::FlipInput (
    uint32 Input
) 

Protected Attributes Documentation

variable AirDashNoAttackTime

uint32 APlayerObject::AirDashNoAttackTime;

variable AirDashTimerMax

uint32 APlayerObject::AirDashTimerMax;

variable AutoComboCancels

int32 APlayerObject::AutoComboCancels[8];

variable BufferedStateName

FGameplayTag APlayerObject::BufferedStateName;

variable CancelFlags

uint32 APlayerObject::CancelFlags;

variable CurrentAirDashCount

uint32 APlayerObject::CurrentAirDashCount;

variable CurrentAirJumpCount

uint32 APlayerObject::CurrentAirJumpCount;

variable ExeStateName

FGameplayTag APlayerObject::ExeStateName;

variable InstantBlockLockoutTimer

uint32 APlayerObject::InstantBlockLockoutTimer;

variable LastStateName

FGameplayTag APlayerObject::LastStateName;

variable MeterCooldownTimer

uint32 APlayerObject::MeterCooldownTimer;

variable ThrowRange

int32 APlayerObject::ThrowRange;

variable ThrowTechTimer

int32 APlayerObject::ThrowTechTimer;

variable bIsAutoCombo

bool APlayerObject::bIsAutoCombo;


The documentation for this class was generated from the following file C:/Users/wistf/Unreal Projects/NightSkyEngine/Plugins/NightSkyEngine/Source/NightSkyEngine/Battle/Objects/PlayerObject.h