BP_Unit_Anim_Adv
Path: /Game/AdvancedTurnBasedTileToolkit/Units/BP_Unit_Anim_Adv
.. cpp:class:: BP_Unit_Anim_Adv : public BP_Unit_Anim_C
.. 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:member:: BP_ExtraAttributes BP_ExtraAttributes
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_UnitStealthComponent BP_UnitStealthComponent
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_AbilitySystem BP_AbilitySystem
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:: PointerToUberGraphFrame UberGraphFrame
Category:
Access Modifier:
Flags: Zero Constructor, Transit, Duplicate Transient
Lifetime Condition: None
.. cpp:member:: ChildActorComponent ChildActor
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_Action_Move CurrentMoveAction
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:: 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