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