BP_Unit

September 28, 2024

BP_Unit

Path: /Game/AdvancedTurnBasedTileToolkit/Core/Units/BP_Unit

.. cpp:class:: BP_Unit : public Actor

The parent class for all Unit actors. Is intended to be invisible and work with data and gameplay logic. Visualizing the unit in game is handled bt a Puppet actor, which is spawned by the Unit at runtime.

.. 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: Event, Blueprint Callable, 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, exec) RefreshUnit(exec then)

  Type: Sets current AP to the same as max and sets exhausted to false. Run to make unit abailable for use in a new turn.

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  Sets current AP to the same as max and sets exhausted to false. Run to make unit abailable for use in a new turn.

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec RemoveUnitFromGame(exec then)

  Type: Removes all references of this unit from the grid, initiative and the turn manager, making it undetectable by most ATBTT functions. Will in practice kill the unit without having to destroy it. Useful if unit is killed during combat simulations, but these animations have not played out yet, requiring the actor itself to exist for animation purposes, but preventing it from being targeted or selected.

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  Removes all references of this unit from the grid, initiative and the turn manager, making it undetectable by most ATBTT functions. Will in practice kill the unit without having to destroy it. Useful if unit is killed during combat simulations, but these animations have not played out yet, requiring the actor itself to exist for animation purposes, but preventing it from being targeted or selected.

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, bool, exec, bool) SimulateMove(exec then, int PathIndexes)

  Type: Moves the reference of this unit from index to index in the Units Map, checking for any events along the way. Does not physically move the actor, which should be called later.

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  Moves the reference of this unit from index to index in the Units Map, checking for any events along the way. Does not physically move the actor, which should be called later.

  :arg then: 
  :type then: exec
  :arg PathIndexes: 
  :type PathIndexes: int
  :returns execute: 
  :rtype execute: exec
  :returns bInterrupted:  (Default: true)
  :rtype bInterrupted: bool
  :returns execute: 
  :rtype execute: exec
  :returns bInterrupted:  (Default: false)
  :rtype bInterrupted: bool

.. cpp:function:: exec SetDefaultAlliedFaction(exec then)

  Type: Makes the unit allied to its own faction and enemy of all other factions by default

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  Makes the unit allied to its own faction and enemy of all other factions by default

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec HandleUnitSpawning(exec then)

  Type: Used in construction script for when a unit is spawned. Adds the unit to the grid and initiative order

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  Used in construction script for when a unit is spawned. Adds the unit to the grid and initiative order

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, exec) ModifyHealth(exec then, double Change, bool bAutoAnimate, double EndDelay=-1.000000)

  Type: Reduces health based on input. Kills unit if health drops to 0. If auto animate is selected will automatically queue the appropriate actions for animating the unit being hurt or killed.

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  Reduces health based on input. Kills unit if health drops to 0. If auto animate is selected will automatically queue the appropriate actions for animating the unit being hurt or killed.

  :arg then: 
  :type then: exec
  :arg Change: 
  :type Change: double
  :arg bAutoAnimate: 
  :type bAutoAnimate: bool
  :arg EndDelay:  (Default: -1.000000)
  :type EndDelay: double
  :returns execute: 
  :rtype execute: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec UpdateAbilityBox(exec then)

  Type: If the ability box is used, tell it to refresh based on the abilities of this unit

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  If the ability box is used, tell it to refresh based on the abilities of this unit

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, Vector) MoveToIndex(exec then, int PathsMap, int IndexPathEnd)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg PathsMap: 
  :type PathsMap: int
  :arg IndexPathEnd: 
  :type IndexPathEnd: int
  :returns execute: 
  :rtype execute: exec
  :returns PathLocations: 
  :rtype PathLocations: Vector

.. cpp:function:: (exec, Vector) MoveCustomPath(exec then, int InputPin)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg InputPin: 
  :type InputPin: int
  :returns execute: 
  :rtype execute: exec
  :returns PathLocations: 
  :rtype PathLocations: Vector

.. cpp:function:: (exec, bool) SimulateMoveStep(exec then, int ExitingGridIndex, int EnteringGridIndex, int PathIndexes)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ExitingGridIndex: 
  :type ExitingGridIndex: int
  :arg EnteringGridIndex: 
  :type EnteringGridIndex: int
  :arg PathIndexes: 
  :type PathIndexes: int
  :returns execute: 
  :rtype execute: exec
  :returns bInterrupted:  (Default: false)
  :rtype bInterrupted: bool

.. cpp:function:: (exec, exec) Simulate_Exit_Tile(exec then, int ExitingGridIndex, int EnteringGridIndex, int PathIndexes)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ExitingGridIndex: 
  :type ExitingGridIndex: int
  :arg EnteringGridIndex: 
  :type EnteringGridIndex: int
  :arg PathIndexes: 
  :type PathIndexes: int
  :returns execute: 
  :rtype execute: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, exec) SimulateEnterTile(exec then, int EnteringGridIndex, int ExitingGridIndex, int PathIndexes)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg EnteringGridIndex: 
  :type EnteringGridIndex: int
  :arg ExitingGridIndex: 
  :type ExitingGridIndex: int
  :arg PathIndexes: 
  :type PathIndexes: int
  :returns execute: 
  :rtype execute: exec
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec QueueAttackUnit(exec then, BP_Unit TargetUnit, double AttackDamage, double EndDelay=-1.000000)

  Type: 

  Category: Action

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg TargetUnit: 
  :type TargetUnit: BP_Unit
  :arg AttackDamage: 
  :type AttackDamage: double
  :arg EndDelay:  (Default: -1.000000)
  :type EndDelay: double
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: exec PlaceActorAtAnchor(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :returns execute: 
  :rtype execute: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: (exec, bool) IsUnitAllied(exec then, BP_Unit ComparedUnit)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event, Blueprint Pure

  

  :arg then: 
  :type then: exec
  :arg ComparedUnit: 
  :type ComparedUnit: BP_Unit
  :returns execute: 
  :rtype execute: exec
  :returns bAllied:  (Default: false)
  :rtype bAllied: bool

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void SetGridIndex(exec then, int GridIndex=0)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg GridIndex: Grid Index Integer (Default: 0)
  :type GridIndex: int

.. 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 SpawnPuppet(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void SetAiControlled(exec then, bool bAiControlled=false)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bAiControlled: Ai Controlled Boolean (Default: false)
  :type bAiControlled: bool

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

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

  Type: Called when the actor has been explicitly destroyed.

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Event, Blueprint Event

  Called when the actor has been explicitly destroyed.

  :arg then: 
  :type then: exec

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

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

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

  

.. cpp:member:: SceneComponent GridLocationScene

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: CapsuleComponent GridLocationCapsule

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: BP_GridAnchor BP_GridAnchor

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: SceneComponent Scene

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: int MaxAP

  Category: Config, Attributes

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

  The value Current Move is set to at the end of this pawn's turn

.. cpp:member:: int CurrentAP

  Category: Config, Attributes

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

  The move a pawn begins play with, in number of tiles/turn

.. cpp:member:: int Move

  Category: Config, Attributes

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

  Move distance of unit for 1 AP

.. cpp:member:: int Range

  Category: Config, Attributes

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

  How far can the pawn attack?

.. cpp:member:: int MinimumRange

  Category: Config, Attributes

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

  The minimum distance in tiles the unit must be from a tile it wants to target.

.. cpp:member:: double MaxHealth

  Category: Config, Attributes

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

  If Current Health = Max Health the health bar will appear full

.. cpp:member:: double CurrentHealth

  Category: Config, Attributes

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

  Current health of pawn. 0 = dead

.. cpp:member:: double Damage

  Category: Config, Attributes

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

  How much damage does the pawn deal?

.. cpp:member:: double Initiative

  Category: Config, Attributes

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

  Higher is earlier. When will this unit act? If equal to another unit this will be determined by the order they were placed. The default units have initiative set to 0 for enemies and 1 for players, sorting them neatly into two separate acting teams.

.. cpp:member:: bool bAIControlled

  Category: Config, Attributes

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

  Should this unit be controlled by the AI (does not turn it into an enemy unless so specified by its faction and Allied Factions)

.. cpp:member:: int8 Faction

  Category: Config, Attributes

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

  DO NOT CHOOSE EMPTY. Which faction is the unit. Checked by other unit's AlliedFactions to determine how they interact with this unit

.. cpp:member:: Set AlliedFactions

  Category: Config, Attributes

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

  The unit will not attack units of these factions (the faction of this unit is automatically added in its construction script)

.. cpp:member:: bool bDiamondShapedVisibility

  Category: Config, MovementOptions

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

  Should visibility be calculated in a diamong shape (diagonal distance counting as twice as long as straight)

.. cpp:member:: double MaxSpeed

  Category: Config, Animation

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

  Max speed along spline

.. cpp:member:: double Acceleration

  Category: Config, Animation

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

  Acceleration along spline up to max speed

.. cpp:member:: int8 PreferredRange

  Category: Config, MovementOptions

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

  This unit preference when it comes to deciding move location when using attributes that do not generate values for all possible tiles. Short move means the unit moves as few tiles as possible towards it target while it still can use its ability. Long and close range means it prefers to be as far away/close to its target as possible.

.. cpp:member:: int MaxSearchRange

  Category: Config, Attributes

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

  How far will the AI pathfinding search for a target before giving up?

.. cpp:member:: int8 ConstuctionScriptFactionCompare

  Category: DO NOT EDIT

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

  Used by construction script to automatically add own faction to AlliedFactions

.. cpp:member:: bool bTraceForGround

  Category: Config, MovementOptions

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

  If true, will trace to find the ground every tick while movement. Can prevent clipping on bumpy terrain.

.. cpp:member:: MulticastInlineDelegate OnActionHit

  Category: Default

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

  

.. cpp:member:: Texture2D Icon

  Category: Config, Attributes

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

  Icon representing this unit. Used in initiative bar

.. cpp:member:: Name Name

  Category: Config, Attributes

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

  Name of this unit. Used in initiative bar

.. cpp:member:: bool bAutoInitiativeOnSpawn

  Category: Config, Attributes

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

  If true, this unit will automatically be added at the end of initiative when spawned in the game. If false, must be added manually or it will never get its turn.

.. cpp:member:: Class DefaultAbility

  Category: Config, Attributes

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

  Class of ability that this unit uses if it does not have an ability system component.

.. cpp:member:: int DefaultOwningPlayer

  Category: Config, Attributes

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

  Should always be 0 for single player games. On login, players will get control of all units of one specific DefaultOwningPlayer value. If a unit is activated that does not have an owning player, the game will stop, as no one can give input to this unit, uless it is AI controlled.

.. cpp:member:: Array CurrentModifiedBigIndexes

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: bool bInterruptMovement

  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_GridManager GridManagerRef

  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:: Vector AnchorOffset

  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 GridIndex

  Category: Default

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

  The grid index the unit is currently at

.. cpp:member:: Actor Puppet

  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:: Class PuppetClass

  Category: Config, Animation

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, No Destructor, Expose On Spawn, Has Get Value Type Hash
  Lifetime Condition: None

  Defines what actor to spawn to visually represent the unit

.. cpp:member:: Class PathfindingType

  Category: Config, MovementOptions

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

  Type of pathfinding this unit is set to use by default. Properties of this pathfinding is defined in the GridManager's RunPathfinding function.

.. cpp:member:: double AIActivationDelay

  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 bShowGridLocationCapsule

  Category: Config

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

  Displays the current tile location of the unit according to the game logic

.. cpp:member:: Vector FarOffGridLocation

  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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