Night Sky Engine
A fighting game framework made in Unreal Engine
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APlayerObject Member List

This is the complete list of members for APlayerObject, including all inherited members.

ABattleObject()ABattleObject
ActionReg1ABattleObject
ActionReg2ABattleObject
ActionReg3ABattleObject
ActionReg4ABattleObject
ActionReg5ABattleObject
ActionReg6ABattleObject
ActionReg7ABattleObject
ActionReg8ABattleObject
ActionTimeABattleObject
AddAirDash(int32 NewAirDash)APlayerObject
AddAirJump(int32 NewAirJump)APlayerObject
AddAutoComboCancel(FString Option, EInputFlags Button)APlayerObject
AddBattleObject(FString InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)ABattleObject
AddBattleObjectToStorage(ABattleObject *InActor, int Index)APlayerObject
AddChainCancelOption(FString Option)APlayerObject
AddColorABattleObject
AddCommonBattleObject(FString InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)ABattleObject
AddFadeColorABattleObject
AddFadeSpeedABattleObject
AddHealth(int Value)APlayerObject
AddMeter(int Meter)APlayerObject
AddObjectState(FString Name, UState *State, bool IsCommon)APlayerObject
AddPosXWithDir(int InPosX)ABattleObject
AddRecoverableHealth(int Value)APlayerObject
AddSpeedXRaw(int InSpeedX)ABattleObject
AddState(FString Name, UState *State)APlayerObject
AddSubroutine(FString Name, USubroutine *Subroutine, bool IsCommon)APlayerObject
AddWhiffCancelOption(FString Option)APlayerObject
AirDashCountAPlayerObject
AirDashMinimumHeightAPlayerObject
AirDashNoAttackTimeAPlayerObjectprotected
AirDashTimerAPlayerObject
AirDashTimerMaxAPlayerObjectprotected
AirJumpCountAPlayerObject
AirPushHeightAPlayerObject
AirPushHeightLowAPlayerObject
AirPushWidthAPlayerObject
AnimFrameABattleObject
AnimNameABattleObject
AnimSequenceABattleObject
APlayerObject()APlayerObject
AttachToSocketOfObject(FString InSocketName, FVector Offset, EObjType ObjType)ABattleObject
AttackFlagsABattleObject
AttackOwnerABattleObject
AttackTargetABattleObject
AutoComboCancelsAPlayerObjectprotected
BABattleObjectprotected
BAirDashNoAttackTimeAPlayerObject
BAirDashSpeedAPlayerObject
BAirDashTimeAPlayerObject
BattleHudVisibility(bool Visible)APlayerObject
bCrumpledAPlayerObject
BDashGravityAPlayerObject
BDashHeightAPlayerObject
BDashSpeedAPlayerObject
bIsAutoComboAPlayerObjectprotected
bIsCommonStateABattleObject
BJumpSpeedAPlayerObject
BlendAnimFrameABattleObject
BlendAnimNameABattleObject
BlendAnimSequenceABattleObject
BlendCelNameABattleObject
BlendOffsetABattleObject
bLimitCrumpleAPlayerObject
bMirrorWhenFlipAPlayerObject
BoxesABattleObjectprotected
BSuperJumpSpeedAPlayerObject
BufferedStateNameAPlayerObjectprotected
BWalkSpeedAPlayerObject
CalculateAngleBetweenPoints(EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)ABattleObject
CalculateDistanceBetweenPoints(EDistanceType Type, EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)ABattleObject
CalculateHoming()ABattleObjectprotected
CalculatePushbox()ABattleObject
CallAssist(int AssistIndex, FString AssistName)APlayerObject
CallSubroutine(FString Name)ABattleObject
CallSubroutineWithArgs(FString Name, int32 Arg1, int32 Arg2, int32 Arg3, int32 Arg4)ABattleObject
CameraShake(FString PatternName, int32 Scale)ABattleObject
CameraShakeDataAPlayerObject
CancelFlagsAPlayerObjectprotected
CanEnterState(UState *State)APlayerObject
CanProximityThrowAPlayerObject
CanReverseBeatAPlayerObject
CelIndexABattleObject
CelNameABattleObject
ChainCancelOptionsAPlayerObject
CharaParticleDataAPlayerObject
CharaSelectGameStateABattleObject
CharaStateDataAPlayerObject
CharaSubroutineDataAPlayerObject
CheckEnemyInRange(int32 XBegin, int32 XEnd, int32 YBegin, int32 YEnd) constAPlayerObject
CheckInput(const FInputCondition &Input)APlayerObject
CheckIsAttacking() constAPlayerObject
CheckIsGrounded() constABattleObject
CheckIsStunned() constAPlayerObject
CheckStateEnabled(EStateType StateType, FName CustomStateType)APlayerObject
CloseNormalRangeAPlayerObject
CmnPlayerReg1APlayerObject
CmnPlayerReg2APlayerObject
CmnPlayerReg3APlayerObject
CmnPlayerReg4APlayerObject
CmnPlayerReg5APlayerObject
CmnPlayerReg6APlayerObject
CmnPlayerReg7APlayerObject
CmnPlayerReg8APlayerObject
CollisionDataAPlayerObject
CollisionView()ABattleObject
ColorIndexAPlayerObject
ComboCounterAPlayerObject
ComboRateAPlayerObject
ComboTimerAPlayerObject
CommonCollisionDataAPlayerObject
CommonFlipbookDataAPlayerObject
CommonLinkActorDataAPlayerObject
CommonObjectStateDataAPlayerObject
CommonObjectStateNamesAPlayerObject
CommonObjectStatesAPlayerObject
CommonParticleDataAPlayerObject
CommonSequenceDataAPlayerObject
CommonSoundDataAPlayerObject
CommonSubroutineDataAPlayerObject
CommonSubroutineNamesAPlayerObject
CommonSubroutinesAPlayerObject
ComponentVisibleAPlayerObject
CounterHitABattleObject
CreateCharaParticle(FString Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)ABattleObject
CreateCommonParticle(FString Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)ABattleObject
CrouchPushHeightAPlayerObject
CrouchPushWidthAPlayerObject
CurrentAirDashCountAPlayerObjectprotected
CurrentAirJumpCountAPlayerObjectprotected
CurrentHealthAPlayerObject
DamageReactionCelsAPlayerObject
DeactivateObject()ABattleObject
DetachFromSocket()ABattleObject
DirectionABattleObject
DisableAll()APlayerObject
DisableCustomState(FName CustomStateType)APlayerObject
DisableInertia()ABattleObject
DisableLastInput()APlayerObject
DisableState(UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask)APlayerObject
DrawPriorityABattleObject
EditorUpdate()APlayerObject
EmptyStateMachine()APlayerObject
EnableAll()APlayerObject
EnableAttacks()APlayerObject
EnableCancelIntoSelf(bool Enable)APlayerObject
EnableChainCancel(bool Enable)APlayerObject
EnableCustomState(FName CustomStateType)APlayerObject
EnabledCustomStateTypesAPlayerObject
EnableDeactivateIfBeyondBounds(bool Enable)ABattleObject
EnableDeactivateOnReceiveHit(bool Enable)ABattleObject
EnableDeactivateOnStateChange(bool Enable)ABattleObject
EnableFlagsAPlayerObject
EnableFlip(bool Enabled)ABattleObject
EnableForwardAirdashCancel(bool Enable)APlayerObject
EnableHit(bool Enabled)ABattleObject
EnableInertia()ABattleObject
EnableJumpCancel(bool Enable)APlayerObject
EnableSpecialCancel(bool Enable)APlayerObject
EnableState(UPARAM(meta=(Bitmask, BitmaskEnum="/Script/NightSkyEngine.EEnableFlags")) int32 Bitmask)APlayerObject
EnableSuperCancel(bool Enable)APlayerObject
EnableWhiffCancel(bool Enable)APlayerObject
EndMatch() constAPlayerObject
EndRound() constAPlayerObject
EnemyAPlayerObject
EventHandlersABattleObject
ExeStateNameAPlayerObjectprotected
ExtraGaugesAPlayerObject
FaceOpponent()ABattleObject
FAirDashNoAttackTimeAPlayerObject
FAirDashSpeedAPlayerObject
FAirDashTimeAPlayerObject
FDashAccelAPlayerObject
FDashFrictionAPlayerObject
FDashInitSpeedAPlayerObject
FDashMaxSpeedAPlayerObject
FJumpSpeedAPlayerObject
FlipbookDataAPlayerObject
FlipInput(uint32 Input)APlayerObjectstatic
FlipInputsAPlayerObject
FlipObject()ABattleObject
ForceEnableFarNormal(bool Enable)APlayerObject
ForwardAirDashMeterGainAPlayerObject
ForwardDashMeterGainAPlayerObject
ForwardJumpMeterGainAPlayerObject
ForwardWalkMeterGainAPlayerObject
FrameBlendPositionABattleObject
FSuperJumpSpeedAPlayerObject
FuncCall(const FName &FuncName) constABattleObjectprotected
FWalkSpeedAPlayerObject
GameStateABattleObject
GenerateRandomNumber(int32 Min, int32 Max) constABattleObject
GetAnimName() constABattleObject
GetBattleObject(EObjType Type)ABattleObject
GetBlendAnimName() constABattleObject
GetBoxes()ABattleObject
GetCelName() constABattleObject
GetCurrentStateName() constAPlayerObject
GetGauge(int32 Index) constAPlayerObject
GetLabelName() constABattleObject
GetLastStateName() constAPlayerObject
GetPosYCenter() constABattleObject
GetStateEntryName() constAPlayerObject
GotoLabel(FString InName, bool ResetState=true)ABattleObject
GotoLabelActiveABattleObject
GravityABattleObject
GroundHeightABattleObject
HaltMomentum()ABattleObject
HandleAutoCombo(int32 StateIndex)APlayerObject
HandleBlockAction()APlayerObject
HandleBufferedState()APlayerObject
HandleClashCollision(ABattleObject *OtherObj)ABattleObject
HandleFlip()ABattleObject
HandleHitAction(EHitAction HACT)APlayerObject
HandleHitCollision(ABattleObject *AttackedObj)ABattleObject
HandleProximityBlock()APlayerObject
HandlePushCollision(ABattleObject *OtherObj)ABattleObject
HandleStateInputs(int32 StateIndex, bool Buffer)APlayerObject
HandleStateMachine(bool Buffer)APlayerObject
HandleStateTransition(int32 StateIndex, bool Buffer)APlayerObject
HitCommonABattleObject
HitPosXABattleObject
HitPosYABattleObject
HitstopABattleObject
HomingParamsABattleObject
IgnoreSuperFreeze(bool Ignore)ABattleObject
InertiaABattleObject
InitBP()APlayerObject
InitEventHandler(EEventType EventType, FName FuncName, int32 Value=0, FString SubroutineName="")ABattleObject
InitHitDataByAttackLevel(bool IsCounter)ABattleObject
InitObject()ABattleObject
InitPlayer()APlayerObject
InputsAPlayerObject
InstantBlockLockoutTimerAPlayerObjectprotected
IntroNameAPlayerObject
InvulnFlagsAPlayerObject
IsActiveABattleObject
IsCorrectBlock(EBlockType BlockType)APlayerObject
IsEnemyAttackState() constAPlayerObject
IsEnemyBlocking() constAPlayerObject
IsEnemyThrow() constAPlayerObject
IsMainPlayer() constAPlayerObject
IsOnScreen() constAPlayerObject
IsPlayerABattleObject
IsStopped() constABattleObject
IsTimerPaused() constABattleObject
JumpGravityAPlayerObject
JumpHeightAPlayerObject
JumpToState(FString NewName, bool IsLabel=false)APlayerObject
LABattleObjectprotected
LabelNameABattleObject
LastStateNameAPlayerObjectprotected
LinkActor(FString Name)ABattleObject
LinkActorDataAPlayerObject
LinkCharaParticle(FString Name)ABattleObject
LinkCommonParticle(FString Name)ABattleObject
LinkedActorABattleObject
LinkedParticleABattleObject
LoadForRollback(const unsigned char *Buffer)ABattleObject
LoadForRollbackBP(TArray< uint8 > InBytes)APlayerObject
LoadForRollbackPlayer(const unsigned char *Buffer)APlayerObject
LogForSyncTestFile(std::ofstream &file) overrideAPlayerObjectvirtual
MaterialDataAPlayerObject
MaterialLinkObjABattleObject
MaxCelTimeABattleObject
MaxColorIndexAPlayerObject
MaxHealthAPlayerObject
MaxMeterAPlayerObject
MaxOTGCountAPlayerObject
MeterCooldownTimerAPlayerObjectprotected
MeterPercentOnHitAPlayerObject
MeterPercentOnHitGuardAPlayerObject
MeterPercentOnReceiveHitAPlayerObject
MeterPercentOnReceiveHitGuardAPlayerObject
MiscFlagsABattleObject
Move()ABattleObjectprotected
MovesUsedInChainAPlayerObject
MovesUsedInComboAPlayerObject
MulColorABattleObject
MulFadeColorABattleObject
MulFadeSpeedABattleObject
NextOffsetXABattleObject
NextOffsetYABattleObject
NormalHitABattleObject
ObjectIDABattleObject
ObjectOffsetABattleObject
ObjectReg1ABattleObject
ObjectReg2ABattleObject
ObjectReg3ABattleObject
ObjectReg4ABattleObject
ObjectReg5ABattleObject
ObjectReg6ABattleObject
ObjectReg7ABattleObject
ObjectReg8ABattleObject
ObjectRotationABattleObject
ObjectScaleABattleObject
ObjectStateABattleObject
ObjectStateDataAPlayerObject
ObjectStateIndexABattleObject
ObjectStateNameABattleObject
ObjectStateNamesAPlayerObject
ObjectStatesAPlayerObject
ObjectsToIgnoreHitsFromABattleObject
ObjNumberABattleObject
ObjSyncABattleObject
ObjSyncEndABattleObject
OnStateChange()APlayerObject
OrthoBlendActiveABattleObject
OTGCountAPlayerObject
OtgProrationAPlayerObject
PauseRoundTimer(bool Pause)APlayerObject
PlayCharaSound(FString Name)ABattleObject
PlayCommonLevelSequence(FString Name)APlayerObject
PlayCommonSound(FString Name)ABattleObject
PlayerABattleObject
PlayerFlagsAPlayerObject
PlayerIndexAPlayerObject
PlayerReg1APlayerObject
PlayerReg2APlayerObject
PlayerReg3APlayerObject
PlayerReg4APlayerObject
PlayerReg5APlayerObject
PlayerReg6APlayerObject
PlayerReg7APlayerObject
PlayerReg8APlayerObject
PlayerSyncAPlayerObject
PlayerSyncEndAPlayerObject
PlayLevelSequence(FString Name)APlayerObject
PlayVoiceLine(FString Name)APlayerObject
PositionLinkObjABattleObject
PostStateChange()APlayerObject
PosTypeToPosition(EPosType Type, int32 *OutPosX, int32 *OutPosY) constABattleObject
PosXABattleObject
PosYABattleObject
PosZABattleObject
PrevOffsetXABattleObject
PrevOffsetYABattleObject
PrevPosXABattleObject
PrevPosYABattleObject
PrevPosZABattleObject
ProximityThrowInputAPlayerObject
PushbackABattleObject
PushHeightABattleObjectprotected
PushHeightLowABattleObjectprotected
PushWidthABattleObjectprotected
PushWidthExtendABattleObjectprotected
RABattleObjectprotected
ReceivedHitABattleObject
ReceivedHitCommonABattleObject
RecoverableHealthAPlayerObject
RecoverHealth(int Value)APlayerObject
RemoveAutoComboCancel(EInputFlags Button)APlayerObject
RemoveChainCancelOption(FString Option)APlayerObject
RemoveEventHandler(EEventType EventType)ABattleObject
RemoveLinkActor()ABattleObject
RemoveWhiffCancelOption(FString Option)APlayerObject
ResetObject()ABattleObject
ReturnRegABattleObject
RoundInit(bool ResetHealth)APlayerObject
RoundWinTimerAPlayerObject
SaveForRollback(unsigned char *Buffer) constABattleObject
SaveForRollbackBP()APlayerObject
SaveForRollbackPlayer(unsigned char *Buffer) constAPlayerObject
ScreenSpaceDepthOffsetABattleObject
SequenceDataAPlayerObject
SetAirDashNoAttackTimer(bool IsForward)APlayerObject
SetAirDashTimer(bool IsForward)APlayerObject
SetAttacking(bool Attacking)ABattleObject
SetBlendCelName(FString InName)ABattleObject
SetCelName(FString InName)ABattleObject
SetDamageReactionCel(int32 Index)APlayerObject
SetDefaultComponentVisibility()APlayerObject
SetDefaultLandingAction(bool Enable)APlayerObject
SetFacing(EObjDir NewDir)ABattleObject
SetGauge(int32 Index, int Value)APlayerObject
SetHeadAttribute(bool Attribute)APlayerObject
SetHeadInvulnerable(bool Invulnerable)APlayerObject
SetHealth(int Value)APlayerObject
SetHitgrabActive(bool Active)APlayerObject
SetHitValues()APlayerObject
SetHitValuesOverTime()APlayerObject
SetIgnoreHitstunScaling(bool Ignore)ABattleObject
SetIgnoreOTG(bool Ignore)ABattleObject
SetIgnorePushbackScaling(bool Ignore)ABattleObject
SetMeterCooldownTimer(int Timer)APlayerObject
SetObjectID(int InObjectID)ABattleObject
SetOnScreen(bool OnScreen)APlayerObject
SetProjectileAttribute(bool Attribute)ABattleObject
SetProjectileInvulnerable(bool Invulnerable)APlayerObject
SetProrateOnce(bool Once)ABattleObject
SetPushCollisionActive(bool Active)ABattleObject
SetPushWidthExtend(int32 Extend)ABattleObject
SetRecoverableHealth(int Value)APlayerObject
SetSpeedXRaw(int InSpeedX)ABattleObject
SetStance(EActionStance InStance)APlayerObject
SetStateForCPU(FName StateName)APlayerObject
SetStrikeInvulnerable(bool Invulnerable)APlayerObject
SetStrikeInvulnerableForTime(int32 Timer)APlayerObject
SetStunTime(int32 NewTime)APlayerObject
SetThrowActive(bool Active)APlayerObject
SetThrowExeState(FString ExeState)APlayerObject
SetThrowInvulnerable(bool Invulnerable)APlayerObject
SetThrowInvulnerableForTime(int32 Timer)APlayerObject
SetThrowPosition(int32 ThrowPosX, int32 ThrowPosY)APlayerObject
SetThrowRange(int32 InThrowRange)APlayerObject
SetThrowResistForTime(int32 Timer)APlayerObject
SetTimeUntilNextCel(int32 InTime)ABattleObject
SetWallCollisionActive(bool Active)ABattleObject
SkeletalMeshComponentsAPlayerObject
SocketNameABattleObject
SocketObjABattleObject
SocketOffsetABattleObject
SoundDataAPlayerObject
SpeedXABattleObject
SpeedXRateABattleObject
SpeedXRatePerFrameABattleObject
SpeedYABattleObject
SpeedYRateABattleObject
SpeedYRatePerFrameABattleObject
SpeedZABattleObject
SpeedZRateABattleObject
SpeedZRatePerFrameABattleObject
StanceAPlayerObject
StandPushHeightAPlayerObject
StandPushWidthAPlayerObject
StartSuperFreeze(int Duration, int SelfDuration=0)ABattleObject
StateEntryNameAPlayerObject
StopLinkObjABattleObject
StoredBattleObjectsAPlayerObject
StoredInputBufferAPlayerObject
StoredLinkActorsAPlayerObject
StoredStateMachineAPlayerObject
StrikeInvulnerableTimerAPlayerObject
StunTimeABattleObject
StunTimeMaxABattleObject
SubroutineNamesAPlayerObject
SubroutineReg1ABattleObject
SubroutineReg2ABattleObject
SubroutineReg3ABattleObject
SubroutineReg4ABattleObject
SubroutinesAPlayerObject
SuperArmorDataABattleObject
SuperArmorSuccess(const ABattleObject *Attacker) constABattleObjectprotected
SuperJumpGravityAPlayerObject
SuperJumpHeightAPlayerObject
SwitchMainPlayer(int NewTeamIndex)APlayerObject
TABattleObjectprotected
TeamIndexAPlayerObject
ThrowEnd()APlayerObject
ThrowExe()APlayerObject
ThrowInvulnerableTimerAPlayerObject
ThrowRangeAPlayerObjectprotected
ThrowResistAfterWakeUpAPlayerObject
ThrowResistTimerAPlayerObject
ThrowTechTimerAPlayerObjectprotected
ThrowTechWindowAPlayerObject
Tick(float DeltaTime) overrideABattleObjectvirtual
Timer0ABattleObject
Timer1ABattleObject
TimeUntilNextCelABattleObject
ToggleComponentVisibility(FString ComponentName, bool Visible)APlayerObject
TotalProrationAPlayerObject
TriggerEvent(EEventType EventType)ABattleObject
Update() overrideAPlayerObjectvirtual
UpdateNotBattle()APlayerObject
UpdateTimeABattleObject
UseGauge(int32 Index, int Use)APlayerObject
UseMeter(int Use)APlayerObject
VoiceDataAPlayerObject
WallTouchTimerAPlayerObject
WhiffCancelOptionsAPlayerObject