BP_Unit_Anim_Adv

October 03, 2024

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

  

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