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Struct FHitData

ClassList > 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