AGKFogOfWarCharacter#
Defined in File GKFogOfWarCharacter.h
Inheritance Relationships#
Base Types#
public ACharacter
public IGenericTeamAgentInterface
Class Documentation#
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class AGKFogOfWarCharacter : public ACharacter, public IGenericTeamAgentInterface#
Public Functions
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AGKFogOfWarCharacter(const FObjectInitializer &ObjectInitializer)#
Sets default values for this character’s properties.
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virtual void Tick(float DeltaTime) override#
Called every frame.
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virtual void SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent) override#
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void SetGenericTeamId(const FGenericTeamId &TeamID) override#
Change the team id, can only be called on authority.
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FGenericTeamId GetGenericTeamId() const override#
Retrieve team identifier in form of FGenericTeamId.
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void OnTeamChange(FGenericTeamId NewTeam)#
Called to handle team change (called on client and authority) This can be used to update camera post process material to use the right texture
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void OnWorldMatchStarting()#
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bool IsReplicationPausedForConnection(const FNetViewer &ConnectionOwnerNetViewer) override#
Pause replication for enemy actors if they are not visible by the client team.
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void OnReplicationPausedChanged(bool bIsReplicationPaused)#
Hide actors, disable collition and disable tick when actor replication is paused.
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> &OutLifetimeProps) const override#
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void OnVisilityChanged(bool bIsVisible)#
Only happens on the client, called when the replication is about to start/stop because the actor is visible/not visible on the server This should be used to handle cosmetic change. by default the character toggle its visibility, collision and movement
Protected Functions
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virtual void BeginPlay() override#
Called when the game starts or when spawned.
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void OnRep_TeamChange()#
Protected Attributes
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FGenericTeamId Team#
This is set by the Player Controller on possession.
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AGKFogOfWarCharacter(const FObjectInitializer &ObjectInitializer)#