AGKFogOfWarCharacter#

Inheritance Relationships#

Base Types#

  • public ACharacter

  • public IGenericTeamAgentInterface

Class Documentation#

class AGKFogOfWarCharacter : public ACharacter, public IGenericTeamAgentInterface#

Public Functions

AGKFogOfWarCharacter(const FObjectInitializer &ObjectInitializer)#

Sets default values for this character’s properties.

virtual void Tick(float DeltaTime) override#

Called every frame.

virtual void SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent) override#
void SetGenericTeamId(const FGenericTeamId &TeamID) override#

Change the team id, can only be called on authority.

FGenericTeamId GetGenericTeamId() const override#

Retrieve team identifier in form of FGenericTeamId.

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

void OnWorldMatchStarting()#
bool IsReplicationPausedForConnection(const FNetViewer &ConnectionOwnerNetViewer) override#

Pause replication for enemy actors if they are not visible by the client team.

void OnReplicationPausedChanged(bool bIsReplicationPaused)#

Hide actors, disable collition and disable tick when actor replication is paused.

void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> &OutLifetimeProps) const override#
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

virtual void BeginPlay() override#

Called when the game starts or when spawned.

void OnRep_TeamChange()#

Protected Attributes

FGenericTeamId Team#

This is set by the Player Controller on possession.