Пример #1
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/// <summary>
/// Return true if the given Pawn can step up onto this component.
/// This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it.
/// @param Pawn the Pawn that wants to step onto this component.
/// @see CanCharacterStepUpOn
/// </summary>
        public bool CanCharacterStepUp(APawn Pawn)
        {
            CheckIsValid();
            int ___ret = CanCharacterStepUp(_this.Get(), Pawn);

            return(___ret != 0);
        }
Пример #2
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/// <summary>Gets the owning actor of the Movement Base Component on which the pawn is standing.</summary>
        public static AActor GetMovementBaseActor(APawn Pawn)
        {
            IntPtr ___ret = GetMovementBaseActor(IntPtr.Zero, Pawn);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            AActor ___ret2 = new AActor()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #3
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/// <summary>Return the Pawn that is currently 'controlled' by this PlayerController</summary>
        public APawn K2_GetPawn()
        {
            CheckIsValid();
            IntPtr ___ret = K2_GetPawn(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            APawn ___ret2 = new APawn()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #4
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/// <summary>
/// Gets the player pawn associated with this UI.
/// @return Gets the owning player pawn that's owned by the player controller assigned to this widget.
/// </summary>
        public APawn GetOwningPlayerPawn()
        {
            CheckIsValid();
            IntPtr ___ret = GetOwningPlayerPawn(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            APawn ___ret2 = new APawn()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #5
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 /// <summary>
 /// called when sense's instance gets notified about new pawn that has just been spawned
 /// </summary>
 public void OnNewPawn(APawn newPawn)
 => E_UAISense_Blueprint_K2_OnNewPawn(this, newPawn);
Пример #6
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 /// <summary>
 /// Trigger a noise caused by a given Pawn, at a given location.
 /// Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent.
 /// Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.
 /// @param Loudness The relative loudness of this noise. Usual range is 0 (no noise) to 1 (full volume). If MaxRange is used, this scales the max range, otherwise it affects the hearing range specified by the sensor.
 /// @param NoiseInstigator Pawn responsible for this noise.  Uses the actor's Instigator if NoiseInstigator=NULL
 /// @param NoiseLocation Position of noise source.  If zero vector, use the actor's location.
 /// @param MaxRange Max range at which the sound may be heard. A value of 0 indicates no max range (though perception may have its own range). Loudness scales the range. (Note: not supported for legacy PawnSensingComponent, only for AIPerception)
 /// @param Tag Identifier for the noise.
 /// </summary>
 public extern void MakeNoise(float Loudness = 1.000000f, APawn NoiseInstigator = default(APawn), FVector NoiseLocation = default(FVector), float MaxRange = 0.000000f, FName Tag = default(FName));
Пример #7
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 /// <summary>
 /// gets called when perception system gets notified about new spawned pawn.
 /// <para>@Note: do not call super implementation. It's used to detect when subclasses don't override it </para>
 /// </summary>
 protected virtual void OnNewPawn(APawn newPawn)
 => E_UAISense_OnNewPawn(this, newPawn);
Пример #8
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 /// <summary>
 /// Alternative AI version of ReceiveTick function.
 /// <see cref="ReceiveTick"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveTickAI(AAIController ownerController, APawn controlledPawn, float deltaSeconds)
 => E_UBTService_BlueprintBase_ReceiveTickAI(this, ownerController, controlledPawn, deltaSeconds);
Пример #9
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 /// <summary>Tell client to restart the level</summary>
 public extern virtual void ClientRestart(APawn NewPawn);
Пример #10
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 /// <summary>
 /// Handles attaching this controller to the specified pawn.
 /// Only runs on the network authority (where HasAuthority() returns true).
 /// @param InPawn The Pawn to be possessed.
 /// @see HasAuthority()
 /// </summary>
 public extern virtual void Possess(APawn InPawn);
Пример #11
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 public bool PerformAction(APawn pawn, UPawnAction action)
 => E_UPawnActionsComponent_PerformAction(this, pawn, action);
 public void ActionStart(APawn controlledPawn)
 => E_UPawnAction_BlueprintBase_ActionStart(this, controlledPawn);
 public void ActionTick(APawn controlledPawn, float deltaSeconds)
 => E_UPawnAction_BlueprintBase_ActionTick(this, controlledPawn, deltaSeconds);
 public void ActionResume(APawn controlledPawn)
 => E_UPawnAction_BlueprintBase_ActionResume(this, controlledPawn);
Пример #15
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 /// <summary>
 /// Return true if the given Pawn can step up onto this component.
 /// This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it.
 /// @param Pawn the Pawn that wants to step onto this component.
 /// @see CanCharacterStepUpOn
 /// </summary>
 public extern virtual bool CanCharacterStepUp(APawn Pawn);
Пример #16
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 /// <summary>
 /// Initializes player pawn back to starting values, called from RestartPlayer
 /// </summary>
 public override void SetPlayerDefaults(APawn playerPawn)
 {
 }
 /// <summary>
 /// <para>Notify of collision in case we want to react, such as waking up avoidance or pathing code. </para>
 /// </summary>
 public override void NotifyBumpedPawn(APawn BumpedPawn)
 {
 }
Пример #18
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 /// <summary>
 /// Notify of collision in case we want to react, such as waking up avoidance or pathing code.
 /// </summary>
 public virtual void NotifyBumpedPawn(APawn bumpedPawn)
 => E_UPawnMovementComponent_NotifyBumpedPawn(this, bumpedPawn);
Пример #19
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 /// <summary>Gets the owning actor of the Movement Base Component on which the pawn is standing.</summary>
 public extern static AActor GetMovementBaseActor(APawn Pawn);
 /// <summary>
 /// Alternative AI version of ReceiveExecute
 /// <see cref="ReceiveExecute"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveExecuteAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTTask_BlueprintBase_ReceiveExecuteAI(this, ownerController, controlledPawn);
Пример #21
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 /// <summary>
 /// Use it to save component work to figure out what it's controlling
 /// <para>or if component can't/won't be able to figure it out properly </para>
 /// @NOTE will throw a log warning if trying to set ControlledPawn if it's already set
 /// </summary>
 public void SetControlledPawn(APawn newPawn)
 => E_UPawnActionsComponent_SetControlledPawn(this, newPawn);
Пример #22
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 /// <summary>acknowledge possession of pawn</summary>
 public extern virtual void ServerAcknowledgePossession(APawn P);
Пример #23
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 /// <summary>
 /// <para>Apply momentum caused by damage. </para>
 /// </summary>
 public override void ApplyDamageMomentum(float DamageTaken, FDamageEvent DamageEvent, APawn PawnInstigator, AActor DamageCauser)
 {
 }
Пример #24
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 /// <summary>
 /// Alternative AI version of ReceiveConditionCheck
 /// <see cref="ReceiveConditionCheck"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected bool PerformConditionCheckAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTDecorator_BlueprintBase_PerformConditionCheckAI(this, ownerController, controlledPawn);
Пример #25
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 /// <summary>
 /// Handles attaching this controller to the specified pawn.
 /// Only runs on the network authority (where HasAuthority() returns true).
 /// @param InPawn The Pawn to be possessed.
 /// @see HasAuthority()
 /// </summary>
 public void Possess(APawn InPawn)
 {
     CheckIsValid();
     Possess(_this.Get(), InPawn);
 }
Пример #26
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 /// <summary>
 /// Alternative AI version of ReceiveExecutionStart
 /// <see cref="ReceiveExecutionStart"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveExecutionStartAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTDecorator_BlueprintBase_ReceiveExecutionStartAI(this, ownerController, controlledPawn);
Пример #27
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 /// <summary>
 /// Alternative AI version of ReceiveSearchStart function.
 /// <see cref="ReceiveSearchStart"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveSearchStartAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTService_BlueprintBase_ReceiveSearchStartAI(this, ownerController, controlledPawn);
Пример #28
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 /// <summary>
 /// Alternative AI version of ReceiveObserverDeactivated
 /// <see cref="ReceiveObserverDeactivated"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveObserverDeactivatedAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTDecorator_BlueprintBase_ReceiveObserverDeactivatedAI(this, ownerController, controlledPawn);
Пример #29
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 /// <summary>
 /// Alternative AI version of ReceiveDeactivation function.
 /// <see cref="ReceiveDeactivation"/>
 /// <para>@Note that if both generic and AI event versions are implemented only the more </para>
 /// suitable one will be called, meaning the AI version if called for AI, generic one otherwise
 /// </summary>
 protected void ReceiveDeactivationAI(AAIController ownerController, APawn controlledPawn)
 => E_UBTService_BlueprintBase_ReceiveDeactivationAI(this, ownerController, controlledPawn);
 /// <summary>
 /// Asks perception system to supply Requestor with PredictedActor's predicted location in PredictionTime seconds
 /// <para>Location is being predicted based on PredicterActor's current location and velocity </para>
 /// </summary>
 public void RequestPawnPredictionEvent(APawn requestor, AActor predictedActor, float predictionTime)
 => E_UAISense_Prediction_RequestPawnPredictionEvent(this, requestor, predictedActor, predictionTime);