Night Sky Engine
A fighting game framework made in Unreal Engine
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Class Hierarchy
Go to the graphical class hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level
1
2
3
4
]
▼
C
AActor
C
AAudioManager
►
C
AFighterLocalRunner
►
C
AFighterMultiplayerRunner
C
AFighterSynctestRunner
C
AFighterReplayRunner
C
ANightSkyBattleHudActor
C
AParticleManager
▼
C
AAIController
C
ANightSkyAIController
▼
C
ACharacter
C
AWTCharacter
▼
C
AGameModeBase
C
ANightSkyEngineGameModeBase
▼
C
AGameStateBase
C
ANightSkyCharaSelectGameState
►
C
ANightSkyGameState
C
ANightSkyWTGameState
C
ANightSkyVSInfoGameState
▼
C
APawn
►
C
ABattleObject
C
APlayerObject
C
ANetworkPawn
▼
C
APlayerController
►
C
ANightSkyPlayerController
C
ANightSkyWTPlayerController
▼
C
ConnectionManager
C
RpcConnectionManager
C
FAnimStruct
C
FAudioChannel
C
FBattleData
C
FBattleInputActions
C
FBattleParticle
C
FBattleState
C
FBPRollbackData
C
FCameraShakeStruct
C
FCharaSelectStruct
C
FCollisionBox
A collision box
C
FCollisionStruct
C
FEventHandler
C
FExtraGauge
C
FFlipbookStruct
C
FGroundBounceData
C
FHitData
C
FHitDataCommon
C
FHitPosition
C
FHitValueOverTime
C
FHomingParams
C
FInputActionBindingHandle
C
FInputBitmask
C
FInputBuffer
The input buffer for a player object
C
FInputCondition
C
FInputConditionList
C
FLinkActorStruct
C
FLinkedActorContainer
C
FMaterialStruct
C
FNetworkStats
▼
C
FObjectAndNameAsStringProxyArchive
C
FNightSkySaveArchive
C
FObjectRecord
C
FParticleStruct
C
FRandomManager
C
FRollbackData
C
FSequenceStruct
C
FSoundStruct
C
FStageStruct
C
FStateCPUData
C
FStateMachine
The player object's state machine
C
FSuperArmorData
C
FTeamData
C
FWallBounceData
▼
C
ModuleRules
C
NightSkyEngine
▼
C
UAdvancedFriendsGameInstance
C
UNightSkyGameInstance
▼
C
UAnimInstance
C
UNightSkyAnimInstance
▼
C
UBlueprintFunctionLibrary
C
UNightSkyBlueprintFunctionLibrary
▼
C
UCommonActivatableWidget
C
UExtendedCommonActivatableWidget
▼
C
UDataAsset
C
UAnimData
C
UBattleExtensionData
C
UCameraShakeData
C
UCharaSelectData
C
UCollisionData
C
UFlipbookData
C
ULinkActorData
C
UMaterialData
C
UParticleData
C
USequenceData
C
USoundData
C
UStageData
C
UStateData
C
USubroutineData
▼
C
UObject
►
C
USerializableObj
C
UBattleExtension
A customizable extension to the battle ruleset
►
C
UState
A character state that determines behavior
C
UStateAlias
C
USubroutineState
C
USubroutine
A subroutine callable from any player or object state
▼
C
USaveGame
►
C
UNightSkySaveInfo
C
UNightSkySettingsInfo
C
UReplaySaveInfo
▼
C
UUserWidget
C
UNightSkyBattleWidget
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