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Header Reference

Extracted from the supplied runtime Public headers. Access sections, reflection flags and native defaults are retained. Signatures describe exposure; API Reference and Implementation Limits describe actual behavior.


SurvFoodComponent​

Source: Public/Component/SurvFoodComponent.h.

Properties​

FieldAccessReflection
APawn* PawnRef = nullptrprotectedUPROPERTY()
float MinFoodValue = 0.0fprivateUPROPERTY()
float MaxFoodValue = 0.0fprivateUPROPERTY()
float MinWaterValue = 0.0fprivateUPROPERTY()
float MaxWaterValue = 0.0fprivateUPROPERTY()
float ReduceAmountFood = 0.0fprivateUPROPERTY()
float ReduceAmountWater = 0.0fprivateUPROPERTY()
float DefaultFoodValue = 0.0fprivateUPROPERTY()
float DefaultWaterValue = 0.0fprivateUPROPERTY()
float AddModifier = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
float ReduceModifier = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
bool bCrossAffectActive = falseprivateUPROPERTY()
FGameplayTagContainer CrossAffectTriggerWhitelistprivateUPROPERTY()
FGameplayTagContainer AffectTagsprivateUPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess))
FGameplayTagContainer FoodStateTagspublicUPROPERTY(ReplicatedUsing="OnRep_FoodStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State")
float FoodValue = 0.0fpublicUPROPERTY(ReplicatedUsing = "OnRep_FoodValue", BlueprintReadOnly, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess))
float WaterValue = 0.0fpublicUPROPERTY(ReplicatedUsing = "OnRep_WaterValue", BlueprintReadOnly, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess))
FOnFoodStateChanged OnFoodStateChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates")
FOnFoodChanged OnFoodChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates")
FOnWaterChanged OnWaterChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates")
FOnStarving OnStarvingpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates")
FOnDehydrating OnDehydratingpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates")

Reflected Functions​

Access: protected.

UFUNCTION()
bool CheckPawn(const FString& InFunctionName) const;

Access: protected.

UFUNCTION()
void AddValue(EFoodType InFoodType, float InValue);

Access: protected.

UFUNCTION()
void RemoveValue(const float InValue);

Access: protected.

UFUNCTION()
void HandleTimerEvent();

Access: protected.

UFUNCTION()
void OnRep_FoodStateTags(const FGameplayTagContainer& OldTags);

Access: protected.

UFUNCTION()
void OnRep_FoodValue(float OldValue);

Access: protected.

UFUNCTION()
void OnRep_WaterValue(float OldValue);

Access: protected.

UFUNCTION()
void SetData();

Access: protected.

UFUNCTION()
void UpdateStateTags(bool bRemove, bool bReset, FGameplayTag InValue);

Access: protected.

UFUNCTION()
void CheckCrossAffectCall(const FGameplayTagContainer& OldTags, FGameplayTagContainer& AddedTags, FGameplayTagContainer& RemovedTags);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|FoodComponent|Event")
void SetComponentActive();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|FoodComponent|Event")
void SetComponentInactive();

SurvHealthComponent​

Source: Public/Component/SurvHealthComponent.h.

Properties​

FieldAccessReflection
APawn* PawnRef = nullptrprotectedUPROPERTY()
float MinHealthValue = 0.0fprivateUPROPERTY()
float MaxHealthValue = 0.0fprivateUPROPERTY()
float AdditionalHealthValue = 0.0fprivateUPROPERTY()
float MaxAdditionalHealth = 0.0fprivateUPROPERTY()
float MaxArmorValue = 0.0fprivateUPROPERTY()
float AddAmountHealth = 0.0fprivateUPROPERTY()
float DefaultHealthValue = 0.0fprivateUPROPERTY()
float DefaultArmorValue = 0.0fprivateUPROPERTY()
float HealthModifierValue = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
float HealthDrainValue = 5.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
bool bCrossAffectActive = falseprivateUPROPERTY()
FGameplayTagContainer CrossAffectTriggerWhitelistprivateUPROPERTY()
FGameplayTagContainer AffectTagsprivateUPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess))
FGameplayTagContainer HealthStateTagspublicUPROPERTY(ReplicatedUsing="OnRep_HealthStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess))
float HealthValue = 0.0fpublicUPROPERTY(ReplicatedUsing="OnRep_HealthValue", BlueprintReadWrite, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess))
float ArmorValue = 0.0fpublicUPROPERTY(ReplicatedUsing="OnRep_ArmorValue", BlueprintReadWrite, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess))
FOnHealthStateChanged OnHealthStateChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates")
FOnHealthChanged OnHealthChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates")
FOnArmorChanged OnArmorChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates")
FOnDowned OnDownedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates")
FOnRevived OnRevivedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates")
FOnDied OnDiedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates")

Reflected Functions​

Access: protected.

UFUNCTION()
bool CheckPawn(const FString& InFunctionName) const;

Access: protected.

UFUNCTION()
void AddHealthValue(const float InValue);

Access: protected.

UFUNCTION()
void RegenerateHealth(float InValue);

Access: protected.

UFUNCTION()
void RemoveHealthValue(const float InValue);

Access: protected.

UFUNCTION()
void AddArmorValue(const float InValue);

Access: protected.

UFUNCTION()
void RemoveArmorValue(const float InValue);

Access: protected.

UFUNCTION()
void HandleRegenerationTimerEvent();

Access: protected.

UFUNCTION()
void TriggerDownedTimer(bool bStart);

Access: protected.

UFUNCTION()
void HandleDownedTimerEvent();

Access: protected.

UFUNCTION()
void OnRep_HealthStateTags(const FGameplayTagContainer& OldTags);

Access: protected.

UFUNCTION()
void OnRep_HealthValue(float OldValue);

Access: protected.

UFUNCTION()
void OnRep_ArmorValue(float OldValue);

Access: protected.

UFUNCTION()
void SetData();

Access: protected.

UFUNCTION()
void HandleDamageEvent(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* Instigator, AActor* DamageCauser);

Access: protected.

UFUNCTION()
void UpdateStateTags(bool bRemove, bool bReset, FGameplayTag InValue);

Access: protected.

UFUNCTION()
void CheckCrossAffectCall(const FGameplayTagContainer& OldTags, FGameplayTagContainer& AddedTags, FGameplayTagContainer& RemovedTags);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|HealthComponent|Event")
void SetComponentActive();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|HealthComponent|Event")
void SetComponentInactive();

SurvStaminaComponent​

Source: Public/Component/SurvStaminaComponent.h.

Properties​

FieldAccessReflection
APawn* PawnRef = nullptrprotectedUPROPERTY()
float MinStaminaValue = 0.0fprivateUPROPERTY()
float MaxStaminaValue = 0.0fprivateUPROPERTY()
float MaxFitnessValue = 0.0fprivateUPROPERTY()
float AddAmountStamina = 0.0fprivateUPROPERTY()
float ReduceAmountStamina = 0.0fprivateUPROPERTY()
float AddAmountFitness = 0.0fprivateUPROPERTY()
float ReduceAmountFitness = 0.0fprivateUPROPERTY()
float DefaultStaminaValue = 0.0fprivateUPROPERTY()
float DefaultFitnessValue = 0.0fprivateUPROPERTY()
float StaminaModifierValue = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
float FitnessModifierValue = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
bool bCrossAffectActive = falseprivateUPROPERTY()
FGameplayTagContainer CrossAffectTriggerWhitelistprivateUPROPERTY()
FGameplayTagContainer AffectTagsprivateUPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess))
FGameplayTagContainer StaminaStateTagspublicUPROPERTY(ReplicatedUsing="OnRep_StaminaStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State")
float StaminaValue = 0.0fpublicUPROPERTY(ReplicatedUsing="OnRep_StaminaValue", BlueprintReadWrite, EditDefaultsOnly, Category = "State")
float FitnessValue = 0.0fpublicUPROPERTY(ReplicatedUsing="OnRep_FitnessValue" , BlueprintReadWrite, EditDefaultsOnly, Category = "State")
FOnStaminaStateChanged OnStaminaStateChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates")
FOnStaminaChanged OnStaminaChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates")
FOnFitnessChanged OnFitnessChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates")
FOnSprintStateChanged OnSprintStateChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates")

Reflected Functions​

Access: protected.

UFUNCTION()
bool CheckPawn(const FString& InFunctionName) const;

Access: protected.

UFUNCTION()
void AddStaminaValue(const float InValue);

Access: protected.

UFUNCTION()
void RemoveStaminaValue(const float InValue);

Access: protected.

UFUNCTION()
void AddFitnessValue(const float InValue);

Access: protected.

UFUNCTION()
void RemoveFitnessValue(const float InValue);

Access: protected.

UFUNCTION()
void OnRep_StaminaStateTags(const FGameplayTagContainer& OldTags);

Access: protected.

UFUNCTION()
void OnRep_StaminaValue(float OldValue);

Access: protected.

UFUNCTION()
void OnRep_FitnessValue(float OldValue);

Access: protected.

UFUNCTION()
void HandleTimerEvent();

Access: protected.

UFUNCTION()
void SetData();

Access: protected.

UFUNCTION()
void UpdateStateTags(bool bRemove, bool bReset, FGameplayTag InValue);

Access: protected.

UFUNCTION()
void CheckCrossAffectCall(const FGameplayTagContainer& OldTags, FGameplayTagContainer& AddedTags, FGameplayTagContainer& RemovedTags);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|StaminaComponent|Event")
void SetComponentActive();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|StaminaComponent|Event")
void SetComponentInactive();

SurvTempComponent​

Source: Public/Component/SurvTempComponent.h.

Properties​

FieldAccessReflection
APawn* PawnRef = nullptrprotectedUPROPERTY()
float MinTemperatureValue = 0.0fprivateUPROPERTY()
float MaxTemperatureValue = 0.0fprivateUPROPERTY()
float AddAmountTemperature = 0.0fprivateUPROPERTY()
float ReduceAmountTemperature = 0.0fprivateUPROPERTY()
float DefaultTemperatureValue = 0.0fprivateUPROPERTY()
float AddModifier = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
float ReduceModifier = 1.0fprivateUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess))
bool bCrossAffectActive = falseprivateUPROPERTY()
FGameplayTagContainer CrossAffectTriggerWhitelistprivateUPROPERTY()
FGameplayTagContainer AffectTagsprivateUPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess))
FGameplayTagContainer TempStateTagspublicUPROPERTY(ReplicatedUsing="OnRep_TempStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State")
float TemperatureValue = 0.0fpublicUPROPERTY(ReplicatedUsing = "OnRep_TemperatureValue", BlueprintReadOnly, EditDefaultsOnly, Category = "State")
FOnTemperatureStateChanged OnTemperatureStateChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates")
FOnTemperatureChanged OnTemperatureChangedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates")
FOnFreezing OnFreezingpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates")
FOnFreezing OnOverheatedpublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates")

Reflected Functions​

Access: protected.

UFUNCTION()
bool CheckPawn(const FString& InFunctionName) const;

Access: protected.

UFUNCTION()
void AddValue(const float InValue);

Access: protected.

UFUNCTION()
void RemoveValue(const float InValue);

Access: protected.

UFUNCTION()
void HandleTimerEvent();

Access: protected.

UFUNCTION()
void OnRep_TempStateTags(const FGameplayTagContainer& OldTags);

Access: protected.

UFUNCTION()
void OnRep_TemperatureValue(float OldValue);

Access: protected.

UFUNCTION()
void SetData();

Access: protected.

UFUNCTION()
void UpdateStateTags(bool bRemove, bool bReset, FGameplayTag InValue);

Access: protected.

UFUNCTION()
void CheckCrossAffectCall(const FGameplayTagContainer& OldTags, FGameplayTagContainer& AddedTags, FGameplayTagContainer& RemovedTags);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|TempComponent|Event")
void SetComponentActive();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|TempComponent|Event")
void SetComponentInactive();

SurvEnumTypes​

Source: Public/Data/SurvEnumTypes.h.

EFoodType​

enum class EFoodType
{
Default UMETA(DisplayName = "default"),

Food UMETA(DisplayName = "Food"),

Water UMETA(DisplayName = "Water")
};

EHealthType​

enum class EHealthType
{
Default UMETA(DisplayName = "default"),

Health UMETA(DisplayName = "Health"),

Armor UMETA(DisplayName = "Armor")
};

EStaminaType​

enum class EStaminaType
{
Default UMETA(DisplayName = "default"),

Stamina UMETA(DisplayName = "Stamina"),

Fitness UMETA(DisplayName = "Fitness")
};

ELifeType​

enum class ELifeType
{
Default UMETA(DisplayName = "default"),

Alive UMETA(DisplayName = "Alive"),

Downed UMETA(DisplayName = "Downed"),

Dead UMETA(DisplayName = "Dead")
};

I_FoodComp​

Source: Public/Interfaces/I_FoodComp.h.

Reflected Functions​

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Event")
void AddFoodGameplayTag(const FGameplayTag AdditionalTag);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Event")
void SetFoodGameplayTag(const FGameplayTag NewTag);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Event")
void ResetFoodGameplayTag();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Get")
FGameplayTagContainer GetFoodTagContainer();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Gameplay")
void UpdateAddModifier(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Gameplay")
void UpdateReduceModifier(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Event")
void AddFood(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Event")
void AddWater(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Get")
float GetFoodValue() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Get")
float GetWaterValue() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Event")
void ResetToDefaults();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Gameplay")
void AppendCrossAffect(const FGameplayTag InTags);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_FoodComp|Gameplay")
void RemoveCrossAffect(const FGameplayTag InTags);

I_HealthComp​

Source: Public/Interfaces/I_HealthComp.h.

Reflected Functions​

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Get")
FGameplayTagContainer GetHealthTagContainer() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Event")
void ResetHealthGameplayTags();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Get")
float GetHealth() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Get")
float GetArmor() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void AddHealth(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void AddArmor(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void HandleRevive();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Get")
float GetHealthModifierValue() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void UpdateAddModifier(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void ResetToDefaults();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void AppendCrossAffect(const FGameplayTag InTags);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_HealthComp|Gameplay")
void RemoveCrossAffect(const FGameplayTag InTags);

I_StaminaComp​

Source: Public/Interfaces/I_StaminaComp.h.

Reflected Functions​

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Event")
void AddStaminaGameplayTag(const FGameplayTag AdditionalTag);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Event")
void RemoveStaminaGameplayTag(const FGameplayTag TagToRemove);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Event")
void ResetStaminaGameplayTag();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Get")
FGameplayTagContainer GetStaminaTagContainer();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Get")
float GetStaminaModifierValue();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Gameplay")
void UpdateStaminaModifier(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Gameplay")
void UpdateFitnessModifier(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Get")
float GetFitnessModifierValue();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Event")
void ResetToDefaults();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Get")
float GetStaminaValue() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Gameplay")
void AppendCrossAffect(const FGameplayTag InTags);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_StaminaComp|Gameplay")
void RemoveCrossAffect(const FGameplayTag InTags);

I_TempComp​

Source: Public/Interfaces/I_TempComp.h.

Reflected Functions​

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Event")
void SetTempGameplayTag(const FGameplayTag NewTag);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Event")
void ResetTempGameplayTag();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Get")
FGameplayTagContainer GetTempTagContainer();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Gameplay")
void UpdateAddModifier(float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Gameplay")
void UpdateReduceModifier(const float InValue);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Get")
float GetTemperature() const;

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Event")
void ResetToDefaults();

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Gameplay")
void AppendCrossAffect(const FGameplayTag InTags);

Access: public.

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Survival Subsystem|I_TempComp|Gameplay")
void RemoveCrossAffect(const FGameplayTag InTags);

CrossAffectManager​

Source: Public/Manager/CrossAffectManager.h.

Properties​

FieldAccessReflection
USurvivalSubSystem* SubSystemRef = nullptrprotectedUPROPERTY()
TMap<FGameplayTag, FGameplayTagContainer> HealthCrossAffectMapprotectedUPROPERTY()
TMap<FGameplayTag, FGameplayTagContainer> StaminaCrossAffectMapprotectedUPROPERTY()
TMap<FGameplayTag, FGameplayTagContainer> FoodCrossAffectMapprotectedUPROPERTY()
TMap<FGameplayTag, FGameplayTagContainer> TempCrossAffectMapprotectedUPROPERTY()

Reflected Functions​

Access: protected.

UFUNCTION()
void DelegateAddCrossAffects(APawn* InOwnerRef, const FGameplayTagContainer& CrossAffectTags);

Access: protected.

UFUNCTION()
void DelegateRemoveCrossAffects(APawn* InOwnerRef, const FGameplayTagContainer& CrossAffectTags);

Access: public.

UFUNCTION()
void InitCrossAffectManager(USurvivalSubSystem* SubSystem);

Access: public.

UFUNCTION()
void ApplyCrossAffect(UObject* InOwnerRef, const FGameplayTag CrossAffectTriggerTag);

Access: public.

UFUNCTION()
void RemoveCrossAffect(UObject* InOwnerRef, const FGameplayTag CrossAffectTriggerTag);

SurvivalSettings​

Source: Public/SurvivalSettings.h.

Properties​

FieldAccessReflection
bool bUseSubsystemTimers = truepublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config")
bool bTimersOnlyExecuteOnServer = truepublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config")
float HealthUpdateTime = 5.0fpublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers")
float StaminaUpdateTime = 0.5fpublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers")
float FoodUpdateTime = 5.0fpublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers")
float TempUpdateTime = 5.0fpublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers")
bool bUseCrossAffects = truepublicUPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config")
bool bUseDownedTimer = falsepublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|Config")
float HealthDownedTime = 60.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|Config", meta=(EditCondition="bUseDownedTimer", EditConditionHides))
float MinHealthValue = 5.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float MaxHealthValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float AdditionalHealthValue = 25.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float MaxAdditionalHealth = 25.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float MaxArmorValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float AddAmountHealth = 0.2fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float DefaultHealthValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
float DefaultArmorValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues")
bool bHealthComponentAffects = falsepublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|CrossAffects", DisplayName="Health Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides))
TMap<FGameplayTag, FGameplayTagContainer> HealthAffectMappublicUPROPERTY(EditAnywhere, Config, Category = "HealthComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bHealthComponentAffects", EditConditionHides))
float MinStaminaValue = 5.0fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float MaxStaminaValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float MaxFitnessValue = 25.0fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float AddAmountStamina = 0.5fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float ReduceAmountStamina = 0.5fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float AddAmountFitness = 0.2fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float ReduceAmountFitness = 0.2fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float DefaultStaminaValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
float DefaultFitnessValue = 0.0fpublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues")
bool bStaminaComponentAffects = falsepublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|CrossAffects", DisplayName="Stamina Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides))
TMap<FGameplayTag, FGameplayTagContainer> StaminaAffectMappublicUPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bStaminaComponentAffects", EditConditionHides))
float MinFoodValue = 10.0fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float MaxFoodValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float MinWaterValue = 10.0fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float MaxWaterValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float ReduceAmountFood = 1.5fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float ReduceAmountWater = 1.5fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float DefaultFoodValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
float DefaultWaterValue = 100.0fpublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues")
bool bFoodComponentAffects = falsepublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|CrossAffects", DisplayName="Food Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides))
TMap<FGameplayTag, FGameplayTagContainer> FoodAffectMappublicUPROPERTY(EditAnywhere, Config, Category = "FoodComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bFoodComponentAffects", EditConditionHides))
float MinTemperatureValue = 32.0fpublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues")
float MaxTemperatureValue = 40.0fpublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues")
float AddAmountTemperature = 0.5fpublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues")
float ReduceAmountTemperature = 0.5fpublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues")
float DefaultTemperatureValue = 36.5fpublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues")
bool bTemperatureComponentAffects = falsepublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|CrossAffects", DisplayName="Temperature Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides))
TMap<FGameplayTag, FGameplayTagContainer> TemperatureAffectMappublicUPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bTemperatureComponentAffects", EditConditionHides))

SurvivalSubSystem​

Source: Public/SurvivalSubSystem.h.

Properties​

FieldAccessReflection
FString SubSystemLogName = FString("SurvivalSubSystem")protectedUPROPERTY()
UWorld* WorldContext = nullptrprotectedUPROPERTY()
bool bUseExternalUpdatePulse = falseprotectedUPROPERTY()
FTimerHandle HealthUpdateTimerHandleprotectedUPROPERTY()
FTimerHandle FoodUpdateTimerHandleprotectedUPROPERTY()
FTimerHandle StaminaUpdateTimerHandleprotectedUPROPERTY()
FTimerHandle TempUpdateTimerHandleprotectedUPROPERTY()
UCrossAffectManager* CrossAffectManagerRefprotectedUPROPERTY()
FOnHealthUpdate OnHealthUpdatepublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates")
FOnFoodUpdate OnFoodUpdatepublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates")
FOnStaminaUpdate OnStaminaUpdatepublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates")
FOnTempUpdate OnTempUpdatepublicUPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates")

Reflected Functions​

Access: private.

UFUNCTION()
void OnWorldReady(UWorld* LoadedWorld);

Access: protected.

UFUNCTION()
void HandleHealthUpdateTimerEvent();

Access: protected.

UFUNCTION()
void HandleFoodUpdateTimerEvent();

Access: protected.

UFUNCTION()
void HandleStaminaUpdateTimerEvent();

Access: protected.

UFUNCTION()
void HandleTempUpdateTimerEvent();

Access: public.

UFUNCTION()
const USurvivalSettings* GetSurvivalSettings();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem")
USurvHealthComponent* GetHealthComponent(APawn* InCharacterRef);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem")
USurvStaminaComponent* GetStaminaComponent(APawn* InCharacterRef);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem")
USurvFoodComponent* GetFoodComponent(APawn* InCharacterRef);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem")
USurvTempComponent* GetTempComponent(APawn* InCharacterRef);

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|External|TimerPulse")
void UpdateHealthComponent();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|External|TimerPulse")
void UpdateFoodComponent();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|External|TimerPulse")
void UpdateStaminaComponent();

Access: public.

UFUNCTION(BlueprintCallable, Category = "Survival Subsystem|External|TimerPulse")
void UpdateTempComponent();

Access: public.

UFUNCTION()
void UpdateOnCrossAffectTriggerSet(UObject* InOwnerRef, const FGameplayTag CrossAffectTriggerTag);

Access: public.

UFUNCTION()
void UpdateOnCrossAffectTriggerRemoved(UObject* InOwnerRef, const FGameplayTag CrossAffectTriggerTag);