ALimenCharacterBase
Overview
ALimenCharacterBase is a fundamental character class in the LimenGameFramework. It extends ACharacter and provides basic locomotion functionality. The class also handles input management, cinematic mode settings, and notification queuing. It interacts with various components such as ULimenAbilityComponent, ALimenPlayerControllerBase, and ALimenPlayerStateBase to manage abilities, player state, and controller interactions.
Properties
Type | Name | Access | Description |
|---|---|---|---|
TObjectPtr< ULimenAbilityComponent > | AbilityComponent | EditAnywhere, BlueprintReadOnly | The ability component associated with the character. |
TWeakObjectPtr< ALimenPlayerControllerBase > | LimenBasePlayerController | Private | Weak pointer to the player controller associated with this character. |
TWeakObjectPtr< ALimenPlayerStateBase > | LimenBasePlayerState | Private | Weak pointer to the player state associated with this character. |
TWeakObjectPtr | PlayerController | Private | Weak pointer to the player controller associated with this character. |
Functions
Return Type | Signature | Description |
|---|---|---|
void | BeginPlay() | Called when the game starts or when spawned. |
void | NotifyControllerChanged() | Called when the controller of this pawn changes. |
void | EnableInput(APlayerController* InPlayerController) | Enables input for the given player controller. |
void | DisableInput(APlayerController* InPlayerController) | Disables input for the given player controller. |
bool | CanJumpInternal_Implementation() const | Determines if the character can jump. |
void | SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning) | Sets the cinematic mode for the player controller. |
bool | QueueNotification(const FNotificationParams& InParams) | Queues a notification if the controller is not an AI controller. |
GetLimenBasePlayerController() const | Returns the player controller associated with this character. | |
GetAbilityComponent() const | Returns the ability component associated with this character. | |
APlayerController* | GetPlayerController() const | Returns the player controller associated with this character. |
FVector | GetLookTarget(const float MaxDistance) const | Returns the look target based on the player's eyes view point and a maximum distance. |
GetLimenBasePlayerState() const | Returns the player state associated with this character. | |
void | SetupAbilityComponent(ULimenAbilityComponent* InAbilityComponent) | Sets up the ability component. |
void | Multicast_SetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning) | Implementation of multicast function to set cinematic mode. |
void | SetupAbilityComponentInternal(ULimenAbilityComponent* InAbilityComponent) | Internal setup for the ability component. |
Usage & Implementation Notes
Threading Constraints: None.
Replication Requirements: None.
Memory Lifetime Management: Weak pointers are used for player controller, player state, and ability component to manage memory without causing memory leaks.
Initialization Dependencies: The character movement component is set up in the constructor.