| 
    Night Sky Engine
    
   A fighting game framework made in Unreal Engine 
   | 
 
#include <NightSkyWTPlayerController.h>


Public Member Functions | |
| ANightSkyWTPlayerController () | |
| virtual void | Tick (float DeltaTime) override | 
| Public Member Functions inherited from ANightSkyPlayerController | |
| ANightSkyPlayerController () | |
| virtual void | SetupInputComponent () override | 
| void | PressUp () | 
| void | ReleaseUp () | 
| void | PressDown () | 
| void | ReleaseDown () | 
| void | PressLeft () | 
| void | ReleaseLeft () | 
| void | PressRight () | 
| void | ReleaseRight () | 
| void | PressA () | 
| void | ReleaseA () | 
| void | PressB () | 
| void | ReleaseB () | 
| void | PressC () | 
| void | ReleaseC () | 
| void | PressD () | 
| void | ReleaseD () | 
| void | PressE () | 
| void | ReleaseE () | 
| void | PressF () | 
| void | ReleaseF () | 
| void | PressG () | 
| void | ReleaseG () | 
| void | PressH () | 
| void | ReleaseH () | 
| void | PauseGame () | 
| void | SendGgpo (ANetworkPawn *InNetworkPawn, bool Client) const | 
| void | SendBattleData () | 
| void | Rematch () | 
| void | OpenPauseMenu () | 
| void | ClosePauseMenu () | 
Protected Member Functions | |
| virtual void | BeginPlay () override | 
Additional Inherited Members | |
| Public Attributes inherited from ANightSkyPlayerController | |
| int | Inputs | 
| int | Frame | 
| bool | bRematch | 
| TSoftObjectPtr< UInputMappingContext > | InputMapping | 
| FBattleInputActions | InputActions | 
| ANetworkPawn * | NetworkPawn | 
Definition at line 10 of file NightSkyWTPlayerController.h.
| ANightSkyWTPlayerController::ANightSkyWTPlayerController | ( | ) | 
Definition at line 8 of file NightSkyWTPlayerController.cpp.
      
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  overrideprotectedvirtual | 
Reimplemented from ANightSkyPlayerController.
Definition at line 15 of file NightSkyWTPlayerController.cpp.
      
  | 
  overridevirtual | 
Reimplemented from ANightSkyPlayerController.
Definition at line 22 of file NightSkyWTPlayerController.cpp.