BP_PlayerController_ATBTT
Path: /Game/AdvancedTurnBasedTileToolkit/Core/BP_PlayerController_ATBTT
.. cpp:class:: BP_PlayerController_ATBTT : public PlayerController
Handles player login setup, keeping track of abilities and handling player input through communications with the GridCamera and abilities
.. cpp:function:: void Construction_Script(exec then)
Type: Construction script, the place to spawn components and do other setup. @note Name used in CreateBlueprint function
Category:
Access Modifier: Public
Constant: False
Flags: Required API, Event, Blueprint Event
Construction script, the place to spawn components and do other setup. @note Name used in CreateBlueprint function
:arg then:
:type then: exec.. cpp:function:: (exec, bool, BP_AbilityBase, exec, bool, BP_AbilityBase) GetAbilityOrAddIfMissing(exec then, BP_AbilityBase AbilityClass)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg AbilityClass:
:type AbilityClass: BP_AbilityBase
:returns execute:
:rtype execute: exec
:returns bSpawnedNew: (Default: true)
:rtype bSpawnedNew: bool
:returns AbilityRef:
:rtype AbilityRef: BP_AbilityBase
:returns execute:
:rtype execute: exec
:returns bSpawnedNew: (Default: false)
:rtype bSpawnedNew: bool
:returns AbilityRef:
:rtype AbilityRef: BP_AbilityBase.. cpp:function:: (exec, exec, exec) SetupClientReferences(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec
:returns execute:
:rtype execute: exec.. cpp:function:: (exec, BP_GridUI, exec, BP_GridUI) GetOrSpawnGridUI(exec then, BP_GridUI GridUIClass)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg GridUIClass:
:type GridUIClass: BP_GridUI
:returns execute:
:rtype execute: exec
:returns GridUIRef:
:rtype GridUIRef: BP_GridUI
:returns execute:
:rtype execute: exec
:returns GridUIRef:
:rtype GridUIRef: BP_GridUI.. cpp:function:: void SetPlayerFaction(exec then, EFaction Faction=NewEnumerator3)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Faction: Faction EFaction Enum (Default: NewEnumerator3)
:type Faction: EFaction.. cpp:function:: void ServerSwapToNextUnit(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Net, Net Server, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void ActivateAbilityIfOwnsActiveUnit(exec then, BP_Ability Ability)
Type:
Category:
Access Modifier:
Constant: False
Flags: Net, Net Server, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Ability:
:type Ability: BP_Ability.. cpp:function:: void Click(exec then, Vector Location=0, 0, 0, Key Key, bool Released=false, EClickType ClickType=NewEnumerator0)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Location: Location Vector (Default: 0, 0, 0)
:type Location: Vector
:arg Key: Key Key Structure
:type Key: Key
:arg Released: Released Boolean (Default: false)
:type Released: bool
:arg ClickType: Click Type EClickType Enum (Default: NewEnumerator0)
:type ClickType: EClickType.. cpp:function:: void Hover(exec then, Vector Location=0, 0, 0)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Location: Location Vector (Default: 0, 0, 0)
:type Location: Vector.. cpp:function:: void ActivateAbility(exec then, BP_AbilityBase AbilityClass, Actor OwningActor, bool bCheckRequirements=false)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg AbilityClass: Ability Class BP Ability Base Class Reference
:type AbilityClass: BP_AbilityBase
:arg OwningActor: Owning Actor Actor Object Reference
:type OwningActor: Actor
:arg bCheckRequirements: Check Requirements Boolean (Default: false)
:type bCheckRequirements: bool.. cpp:function:: void EndTurnIfAllowed(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Net, Net Server, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void Tick(exec then, float DeltaSeconds=0.0)
Type: Event called every frame, if ticking is enabled
Category:
Access Modifier: Public
Constant: False
Flags: Event, Blueprint Event
Event called every frame, if ticking is enabled
:arg then:
:type then: exec
:arg DeltaSeconds: Delta Seconds Float (single-precision) (Default: 0.0)
:type DeltaSeconds: float.. cpp:function:: void ActivateHoverTick(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void ClientSetup(exec then)
Type:
Category:
Access Modifier:
Constant: False
Flags: Net, Net Reliable, Net Client, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec.. cpp:function:: void BeginPlay(exec then)
Type: Event when play begins for this actor.
Category:
Access Modifier: Protected
Constant: False
Flags: Event, Blueprint Event
Event when play begins for this actor.
:arg then:
:type then: exec.. cpp:function:: void SetCursorIcon(exec then, Texture2D Icon, bool bCornerArrow=false)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Icon: Icon Texture 2D Object Reference
:type Icon: Texture2D
:arg bCornerArrow: Corner Arrow Boolean (Default: false)
:type bCornerArrow: bool.. cpp:function:: void SetCursorAngle(exec then, double Angle=0.0)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Angle: Angle Float (double-precision) (Default: 0.0)
:type Angle: double.. cpp:function:: void InpActEvt_IA_Quit_K2Node_EnhancedInputActionEvent_0(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Swap_K2Node_EnhancedInputActionEvent_1(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_AbilitySelect_K2Node_EnhancedInputActionEvent_2(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Zoom_K2Node_EnhancedInputActionEvent_3(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Rotate_K2Node_EnhancedInputActionEvent_4(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Pan_K2Node_EnhancedInputActionEvent_5(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Interact_Secondary_K2Node_EnhancedInputActionEvent_6(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Interact_Secondary_K2Node_EnhancedInputActionEvent_7(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Interact_Primary_K2Node_EnhancedInputActionEvent_8(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpActEvt_IA_Interact_Primary_K2Node_EnhancedInputActionEvent_9(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg ActionValue: Action Value Input Action Value Structure
:type ActionValue: InputActionValue
:arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
:type ElapsedTime: float
:arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
:type TriggeredTime: float
:arg SourceAction: Source Action Input Action Object Reference
:type SourceAction: InputAction.. cpp:function:: void InpTchEvt_Pressed(exec then, ETouchIndex FingerIndex=Touch1, Vector Location=0, 0, 0)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg FingerIndex: Finger Index ETouchIndex Enum (Default: Touch1)
:type FingerIndex: ETouchIndex
:arg Location: Location Vector (Default: 0, 0, 0)
:type Location: Vector.. cpp:function:: void InpTchEvt_Released(exec then, ETouchIndex FingerIndex=Touch1, Vector Location=0, 0, 0)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg FingerIndex: Finger Index ETouchIndex Enum (Default: Touch1)
:type FingerIndex: ETouchIndex
:arg Location: Location Vector (Default: 0, 0, 0)
:type Location: Vector.. cpp:function:: void InpTchEvt_Moved(exec then, ETouchIndex FingerIndex=Touch1, Vector Location=0, 0, 0)
Type:
Category:
Access Modifier:
Constant: False
Flags: Blueprint Event
:arg then:
:type then: exec
:arg FingerIndex: Finger Index ETouchIndex Enum (Default: Touch1)
:type FingerIndex: ETouchIndex
:arg Location: Location Vector (Default: 0, 0, 0)
:type Location: Vector.. cpp:member:: PointerToUberGraphFrame UberGraphFrame
Category:
Access Modifier:
Flags: Zero Constructor, Transit, Duplicate Transient
Lifetime Condition: None
.. cpp:member:: bool bBeginPlayDone
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: double PreviousMouseXLocation
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bReleased
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bVersion19
Category: Version
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: BP_AbilityBase ActiveAbility
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Map AbilityRefs
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: int8 ClickType
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: int PlayerId
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: MulticastInlineDelegate OnAbilityAccessibleOnClient
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
Lifetime Condition: None
.. cpp:member:: MulticastInlineDelegate OnActivateAbilityDone
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
Lifetime Condition: None
.. cpp:member:: Vector LastPressedLocation
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: BP_AbilityBase_Idle IdleAbility
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bVersion191
Category: Version
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: bool bVersion20
Category: Version
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: int8 Faction
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Net, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
Not used by default.. cpp:member:: MulticastInlineDelegate OnClearMarkers
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
Lifetime Condition: None
.. cpp:member:: MulticastInlineDelegate OnCameraTick
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
Lifetime Condition: None
.. cpp:member:: BP_GridUI DefaultGridUIRef
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
Lifetime Condition: None
.. cpp:member:: Map GridUIs
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Disable Edit On Instance
Lifetime Condition: None
.. cpp:member:: bool bActiveMoveInput
Category: Default
Access Modifier:
Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
Lifetime Condition: None