Documentos de Académico
Documentos de Profesional
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UVisual
UWidget
UUserWidget
UUserWidget
«Interface»
IDamageble
+ApplyDamage(...)
+AnyDamage(...)
«Interface»
IDamageble
+AlertAboutActor(...)
+Interact(Actor*) : bool
+CanInteract(Actor*) : bool
#Interaction() : void
ABoxTrigger
AAIController APlayerController
BP_Door
BP_Pickup
-Interaction()
#Interaction() : void +Open()
+Close()
BP_AIController BP_PlayerController BP_AlertBotTrigger +UpdateDoorAnimation()
ACharacter
BP_AIController_Sniper BP_Item
BP_DoubledGate BP_DemonGate
Data Only AGameMode AGameModeBase AInfo -ItemSound : USoundCue*
-ItemImage : UTexture2D*
+UpdateDoorAnimation() +UpdateDoorAnimation() -ItemColor : FLinearColor
BP_Character
+Health : float
+DefaultWeaponInventory : BP_Weapon*[] BP_GameMode BP_Weapon
+KeyInventory : BP_Key*{} BP_EmissiveItem +HandleFiring() : void
+Ammo : Map(E_AmmoType,Integer) -EmitLight? : Boolean #FireWeapon() : void
-EmissiveMaterial : UMaterialInterface* #CanFire() : Boolean
+AnyDamage(float, FDamageType, AController*, AActor*) +EmissiveParameter : FName #ShotTrace(FVector, FVector, AActor*) : void
#ConsumeHealth(float) : float #ConsumeAmmo() : void
#Die() : void +GetShotInstigator() : Controller
BP_TPS_GameMode -GetShotDirection(FVector) : FVector
#PlayDeathAnimation() : void
+EnableRagdoll() : void -GetTraceParamaters() : FVector,FVector
-DamageTarget(Actor) : void
+StartCrouching() : void
+StopCrouching() : void
BP_BotCharacter
+CanWalk? : Boolean BP_Weapon_Light BP_Weapon_Medium BP_Weapon_Heavy BP_Weapon_Sniper
+CanLoseSight? : Boolean Data Only Data Only Data Only Data Only
+Target : Actor*
BP_PlayerCharacter
+InputActionSprint() : void
+InputActionJump() : void
+InputActionCrouch() : void
+InputActionAim() : void
BP_TPS_PlayerCharacter
+StartSprinting() : void
+StopSprinting() : void
+StartCrouching() : void
+StopCrouching() : void
+StartAiming() : void
+StopAiming() : void
-ProcessCameraState() : void
-UpdateCameraState(CameraState) : void