Limen Framework 0.1 Help

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.

ALimenPlayerControllerBase*

GetLimenBasePlayerController() const

Returns the player controller associated with this character.

ULimenAbilityComponent*

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.

ALimenPlayerStateBase*

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.

22 May 2026