BP_PuppetComponent

September 28, 2024

BP_PuppetComponent

Path: /Game/AdvancedTurnBasedTileToolkit/Core/Units/BP_PuppetComponent

.. cpp:class:: BP_PuppetComponent : public ActorComponent

.. cpp:function:: void SetupPuppetFromUnitData(exec then, FUnit UnitData)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg UnitData: Unit Data FUnit Structure (by ref)
  :type UnitData: FUnit

.. cpp:function:: void MarkPuppet(exec then, bool bUnmark=false)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bUnmark: Unmark Boolean (Default: false)
  :type bUnmark: bool

.. cpp:function:: void DestroyPuppetWhenAllowed(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void AnimatePuppet(exec then, GameplayTag Animation, Vector Location=0, 0, 0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Animation: Animation Gameplay Tag Structure
  :type Animation: GameplayTag
  :arg Location: Location Vector (Default: 0, 0, 0)
  :type Location: Vector

.. cpp:function:: void SetupFromUnit(exec then, BP_Unit Unit)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Unit: Unit BP Unit Object Reference
  :type Unit: BP_Unit

.. cpp:function:: void AnimateModifyHealth(exec then, double Change=0.0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Change: Change Float (double-precision) (Default: 0.0)
  :type Change: double

.. cpp:function:: void SignalAnimationEnd(exec then, GameplayTag Animation)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Animation: Animation Gameplay Tag Structure
  :type Animation: GameplayTag

.. cpp:function:: void SignalAnimationEvent(exec then, GameplayTag Animation)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Animation: Animation Gameplay Tag Structure
  :type Animation: GameplayTag

.. cpp:function:: void AnimateMovement(exec then, double Speed=0.0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Speed: Speed Float (double-precision) (Default: 0.0)
  :type Speed: double

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

  Access Modifier: 
  Flags: Zero Constructor, Transit, Duplicate Transient
  Lifetime Condition: None

  

.. cpp:member:: MulticastInlineDelegate OnAnimationEvent

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
  Lifetime Condition: None

  

.. cpp:member:: MulticastInlineDelegate OnAnimationEnd

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Blueprint Assignable, Blueprint Callable
  Lifetime Condition: None

  

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Written by Urakaiketsuya , just a guy who codes. You should follow them on Twitter