BP_StealthSystem

September 28, 2024

BP_StealthSystem

Path: /Game/AdvancedTurnBasedTileToolkit/Core/Grid/BP_StealthSystem

.. cpp:class:: BP_StealthSystem : public ActorComponent

Add to the GridManager to enable the use of any StealthComponents added to units. Any such units that have factions set in UnawareFactions will not be added to initiative at the start of the game.

.. cpp:function:: void AlertUnitsOnEnterTile(exec then, BP_Unit Unit, int GridIndex)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Unit: 
  :type Unit: BP_Unit
  :arg GridIndex: 
  :type GridIndex: int

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

  Type: Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Event, Blueprint Event

  Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.

  :arg then: 
  :type then: exec

.. cpp:function:: void CheckIfSeen(exec then, int Index, int Range)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Index: 
  :type Index: int
  :arg Range: 
  :type Range: int

.. cpp:function:: void MakeNoise(exec then, int Index, int Range)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Index: 
  :type Index: int
  :arg Range: 
  :type Range: int

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

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

  

.. cpp:member:: MulticastInlineDelegate OnMakeNoise

  Category: Default

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

  

.. cpp:member:: MulticastInlineDelegate OnCheckIfSeen

  Category: Default

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

  

.. cpp:member:: int DefaultNoiseRange

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: int DefaultSpotRange

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Set UnawareFactions

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible
  Lifetime Condition: None

  All factions in this set will be removed from initiative at the start of the game. If they have units stealth components they can be woken and added back if called

.. cpp:member:: bool bSetupDone

  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

  

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