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Night Sky Engine
A fighting game framework made in Unreal Engine
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A subroutine callable from any player or object state. More...
#include <Subroutine.h>


Public Member Functions | |
| void | Exec () |
| Public Member Functions inherited from USerializableObj | |
| TArray< uint8 > | SaveForRollback () |
| void | LoadForRollback (const TArray< uint8 > &InBytes) |
| void | ResetToCDO () |
Public Attributes | |
| ABattleObject * | Parent |
| FGameplayTag | Name |
A subroutine callable from any player or object state.
Allows encapsulating commonly used code that can be reused in states.
Definition at line 19 of file Subroutine.h.
| void USubroutine::Exec | ( | ) |
The primary function of the subroutine.
| FGameplayTag USubroutine::Name |
The name of the subroutine. Used to call the subroutine.
Definition at line 34 of file Subroutine.h.
| ABattleObject* USubroutine::Parent |
The object that currently owns this subroutine instance. The last object to use this subroutine will be the owner.
Definition at line 28 of file Subroutine.h.