Night Sky Engine
A fighting game framework made in Unreal Engine
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Here is a list of all variables with links to the classes they belong to:
- s -
ScreenBounds :
FBattleState
ScreenSpaceDepthOffset :
ABattleObject
Sections :
FExtraGauge
Self :
FObjectRecord
sendSchedule :
RpcConnectionManager
Sequence :
FInputCondition
,
FSequenceStruct
SequenceActor :
ANightSkyGameState
SequenceCameraActor :
ANightSkyGameState
SequenceData :
APlayerObject
SequenceEnemy :
ANightSkyGameState
SequenceStructs :
USequenceData
SequenceTarget :
ANightSkyGameState
SessionSearchResult :
FNSESessionInfo
SettingsInfo :
UNightSkyGameInstance
SFXType :
FHitDataCommon
ShareChainName :
UState
SizeOfBPRollbackData :
FRollbackData
SizeX :
FCollisionBox
SizeY :
FCollisionBox
SkeletalMeshComponents :
APlayerObject
SocketName :
ABattleObject
SocketObj :
ABattleObject
SocketOffset :
ABattleObject
SortedObjects :
ANightSkyGameState
SoundData :
APlayerObject
SoundDatas :
USoundData
SoundWave :
FAudioChannel
,
FSoundStruct
SpeedX :
ABattleObject
SpeedXRate :
ABattleObject
SpeedXRatePerFrame :
ABattleObject
SpeedY :
ABattleObject
SpeedYRate :
ABattleObject
SpeedYRatePerFrame :
ABattleObject
SpeedZ :
ABattleObject
SpeedZRate :
ABattleObject
SpeedZRatePerFrame :
ABattleObject
StageBounds :
FBattleState
StageDescription :
UPrimaryStageData
StageFriendlyName :
UPrimaryStageData
StageName :
UPrimaryStageData
StageSelectIcon :
UPrimaryStageData
StageSplashIcon :
UPrimaryStageData
StageURL :
FBattleData
,
UPrimaryStageData
Stance :
APlayerObject
StandPushHeight :
APlayerObject
StandPushWidth :
APlayerObject
StartingFrame :
FAudioChannel
StartRoundTimer :
FBattleData
StateArray :
UStateData
StateConditions :
UState
StateData :
FBPRollbackData
StateEntryName :
APlayerObject
StateNames :
FStateMachine
States :
FStateMachine
StateToEnter :
UStateAlias
StateType :
UState
StopLinkObj :
ABattleObject
StoredActor :
FLinkedActorContainer
StoredBattleObjects :
APlayerObject
StoredInputBuffer :
APlayerObject
StoredLinkActors :
APlayerObject
StoredStateMachine :
APlayerObject
StrikeInvulnerableTimer :
APlayerObject
StunTime :
ABattleObject
StunTimeMax :
ABattleObject
SubroutineArray :
USubroutineData
SubroutineName :
FEventHandler
,
USubroutineState
SubroutineNames :
APlayerObject
SubroutineReg1 :
ABattleObject
SubroutineReg2 :
ABattleObject
SubroutineReg3 :
ABattleObject
SubroutineReg4 :
ABattleObject
Subroutines :
APlayerObject
SuperArmorData :
ABattleObject
SuperFreezeCaller :
FBattleState
SuperFreezeDuration :
FBattleState
SuperFreezeSelfDuration :
FBattleState
SuperJumpGravity :
APlayerObject
SuperJumpHeight :
APlayerObject
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