Está en la página 1de 1

UObject

UVisual

UWidget

UUserWidget

UUserWidget

UI_Health UI_Ammo UI_Crosshair

«Interface»
IDamageble

+ApplyDamage(...)
+AnyDamage(...)
«Interface»
IDamageble

+AlertAboutActor(...)

«Interface» APawn AActor


BPI_Interactable

+Interact(Actor*) : bool
+CanInteract(Actor*) : bool

AController ABoxTriggerBase BP_InteractableActor

#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

+BeginPlay() : void #ConsumeAmmo() : void


+SpawnDefaultInventory() : void
+DeleteInventory() : void #SpawnTrailEffect(FVector) : void
+AddWeapon(UClass<BP_Weapon>) : void #SpawnImpactEffect(FVector, FVector, AActor*) : void
BP_Health BP_Ammo BP_Key #StartMuzzleEffect() : void
+SelectWeapon(Integer) : void
Data Only #Stop Muzzle Effect() : void
+HasAmmo(E_AmmoType) : Boolean
+GetAmmoCount(E_AmmoType) : Integer
+AddAmmo(E_AmmoType, Interger) : Integer -WantsToFire : Boolean
+ConsumeAmmo(E_AmmoType) : Integer -IsEquiped : Boolean
-FiringTimerHandle : FTimerHandle
+SelectPreviousWeapon() : void -IsCharacterCrouched : Boolean
+SelectNextWeapon() : void BP_Key_Sword -IsInIronshights : Boolean
BP_Health_Light BP_Health_Medium BP_Health_Heavy BP_Health_Super BP_Ammo_Low BP_Ammo_Medium BP_Ammo_Heavy -ShotsPerMinute : float
Data Only
+StartSprinting() : void -ShotDistance : float
+StopSprinting() : void Data Only Data Only Data Only Data Only Data Only Data Only Data Only -ShotSpread : float
-AmmoType : E_AmmoType
+StartJumpAction() : void
+StopJumpAction() : void

+StartCrouching() : void
+StopCrouching() : void

+StartAiming() : void BP_Key_Sword_Stairs BP_Key_Sword_Boss


+StopAiming() : void Data Only Data Only

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_BotCharacter_Boss BP_BotCharacter_Mercenary BP_BotCharacter_Sniper BP_BotCharacter_Heavy BP_BotCharacter_Medium BP_BotCharacter_Light


Data Only Data Only Data Only Data Only Data Only Data Only

BP_TPS_PlayerCharacter

+StartSprinting() : void
+StopSprinting() : void

+StartCrouching() : void
+StopCrouching() : void

+StartAiming() : void
+StopAiming() : void

-ProcessCameraState() : void
-UpdateCameraState(CameraState) : void

También podría gustarte