Struct FHitData
Public Attributes
| Type | Name |
|---|---|
| TEnumAsByte< EHitAction > | AirHitAction = HACT\_AirNormal |
| int32 | AirPushbackX = INT\_MAX |
| FHitValueOverTime | AirPushbackXOverTime |
| int32 | AirPushbackY = INT\_MAX |
| FHitValueOverTime | AirPushbackYOverTime |
| int32 | BlowbackLevel = INT\_MAX |
| FGameplayTag | CustomHitAction |
| int32 | Damage = INT\_MAX |
| int32 | EnemyHitstopModifier = INT\_MAX |
| TEnumAsByte< EFloatingCrumpleType > | FloatingCrumpleType |
| int32 | ForcedProration = INT\_MAX |
| int32 | Gravity = INT\_MAX |
| FHitValueOverTime | GravityOverTime |
| FGroundBounceData | GroundBounce |
| TEnumAsByte< EHitAction > | GroundHitAction = HACT\_GroundNormal |
| int32 | GroundPushbackX = INT\_MAX |
| int32 | HardKnockdown = INT\_MAX |
| int32 | Hitstop = INT\_MAX |
| int32 | Hitstun = INT\_MAX |
| int32 | InitialProration = INT\_MAX |
| int32 | KnockdownTime = INT\_MAX |
| int32 | MinimumDamagePercent = INT\_MAX |
| FHitPosition | Position |
| int32 | RecoverableDamagePercent = INT\_MAX |
| int32 | Untech = INT\_MAX |
| FWallBounceData | WallBounce |
Public Attributes Documentation
variable AirHitAction
TEnumAsByte<EHitAction> FHitData::AirHitAction;
variable AirPushbackX
int32 FHitData::AirPushbackX;
variable AirPushbackXOverTime
FHitValueOverTime FHitData::AirPushbackXOverTime;
variable AirPushbackY
int32 FHitData::AirPushbackY;
variable AirPushbackYOverTime
FHitValueOverTime FHitData::AirPushbackYOverTime;
variable BlowbackLevel
int32 FHitData::BlowbackLevel;
variable CustomHitAction
FGameplayTag FHitData::CustomHitAction;
variable Damage
int32 FHitData::Damage;
variable EnemyHitstopModifier
int32 FHitData::EnemyHitstopModifier;
variable FloatingCrumpleType
TEnumAsByte<EFloatingCrumpleType> FHitData::FloatingCrumpleType;
variable ForcedProration
int32 FHitData::ForcedProration;
variable Gravity
int32 FHitData::Gravity;
variable GravityOverTime
FHitValueOverTime FHitData::GravityOverTime;
variable GroundBounce
FGroundBounceData FHitData::GroundBounce;
variable GroundHitAction
TEnumAsByte<EHitAction> FHitData::GroundHitAction;
variable GroundPushbackX
int32 FHitData::GroundPushbackX;
variable HardKnockdown
int32 FHitData::HardKnockdown;
variable Hitstop
int32 FHitData::Hitstop;
variable Hitstun
int32 FHitData::Hitstun;
variable InitialProration
int32 FHitData::InitialProration;
variable KnockdownTime
int32 FHitData::KnockdownTime;
variable MinimumDamagePercent
int32 FHitData::MinimumDamagePercent;
variable Position
FHitPosition FHitData::Position;
variable RecoverableDamagePercent
int32 FHitData::RecoverableDamagePercent;
variable Untech
int32 FHitData::Untech;
variable WallBounce
FWallBounceData FHitData::WallBounce;
The documentation for this class was generated from the following file C:/Users/wistf/Unreal Projects/NightSkyEngine/Plugins/NightSkyEngine/Source/NightSkyEngine/Battle/Objects/BattleObject.h