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
| Field | Access | Reflection |
|---|---|---|
APawn* PawnRef = nullptr | protected | UPROPERTY() |
float MinFoodValue = 0.0f | private | UPROPERTY() |
float MaxFoodValue = 0.0f | private | UPROPERTY() |
float MinWaterValue = 0.0f | private | UPROPERTY() |
float MaxWaterValue = 0.0f | private | UPROPERTY() |
float ReduceAmountFood = 0.0f | private | UPROPERTY() |
float ReduceAmountWater = 0.0f | private | UPROPERTY() |
float DefaultFoodValue = 0.0f | private | UPROPERTY() |
float DefaultWaterValue = 0.0f | private | UPROPERTY() |
float AddModifier = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
float ReduceModifier = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
bool bCrossAffectActive = false | private | UPROPERTY() |
FGameplayTagContainer CrossAffectTriggerWhitelist | private | UPROPERTY() |
FGameplayTagContainer AffectTags | private | UPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess)) |
FGameplayTagContainer FoodStateTags | public | UPROPERTY(ReplicatedUsing="OnRep_FoodStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State") |
float FoodValue = 0.0f | public | UPROPERTY(ReplicatedUsing = "OnRep_FoodValue", BlueprintReadOnly, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess)) |
float WaterValue = 0.0f | public | UPROPERTY(ReplicatedUsing = "OnRep_WaterValue", BlueprintReadOnly, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess)) |
FOnFoodStateChanged OnFoodStateChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates") |
FOnFoodChanged OnFoodChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates") |
FOnWaterChanged OnWaterChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates") |
FOnStarving OnStarving | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|FoodComponent|Delegates") |
FOnDehydrating OnDehydrating | public | UPROPERTY(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
| Field | Access | Reflection |
|---|---|---|
APawn* PawnRef = nullptr | protected | UPROPERTY() |
float MinHealthValue = 0.0f | private | UPROPERTY() |
float MaxHealthValue = 0.0f | private | UPROPERTY() |
float AdditionalHealthValue = 0.0f | private | UPROPERTY() |
float MaxAdditionalHealth = 0.0f | private | UPROPERTY() |
float MaxArmorValue = 0.0f | private | UPROPERTY() |
float AddAmountHealth = 0.0f | private | UPROPERTY() |
float DefaultHealthValue = 0.0f | private | UPROPERTY() |
float DefaultArmorValue = 0.0f | private | UPROPERTY() |
float HealthModifierValue = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
float HealthDrainValue = 5.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
bool bCrossAffectActive = false | private | UPROPERTY() |
FGameplayTagContainer CrossAffectTriggerWhitelist | private | UPROPERTY() |
FGameplayTagContainer AffectTags | private | UPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess)) |
FGameplayTagContainer HealthStateTags | public | UPROPERTY(ReplicatedUsing="OnRep_HealthStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess)) |
float HealthValue = 0.0f | public | UPROPERTY(ReplicatedUsing="OnRep_HealthValue", BlueprintReadWrite, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess)) |
float ArmorValue = 0.0f | public | UPROPERTY(ReplicatedUsing="OnRep_ArmorValue", BlueprintReadWrite, EditDefaultsOnly, Category = "State", meta=(AllowPrivateAccess)) |
FOnHealthStateChanged OnHealthStateChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates") |
FOnHealthChanged OnHealthChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates") |
FOnArmorChanged OnArmorChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates") |
FOnDowned OnDowned | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates") |
FOnRevived OnRevived | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|HealthComponent|Delegates") |
FOnDied OnDied | public | UPROPERTY(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
| Field | Access | Reflection |
|---|---|---|
APawn* PawnRef = nullptr | protected | UPROPERTY() |
float MinStaminaValue = 0.0f | private | UPROPERTY() |
float MaxStaminaValue = 0.0f | private | UPROPERTY() |
float MaxFitnessValue = 0.0f | private | UPROPERTY() |
float AddAmountStamina = 0.0f | private | UPROPERTY() |
float ReduceAmountStamina = 0.0f | private | UPROPERTY() |
float AddAmountFitness = 0.0f | private | UPROPERTY() |
float ReduceAmountFitness = 0.0f | private | UPROPERTY() |
float DefaultStaminaValue = 0.0f | private | UPROPERTY() |
float DefaultFitnessValue = 0.0f | private | UPROPERTY() |
float StaminaModifierValue = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
float FitnessModifierValue = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
bool bCrossAffectActive = false | private | UPROPERTY() |
FGameplayTagContainer CrossAffectTriggerWhitelist | private | UPROPERTY() |
FGameplayTagContainer AffectTags | private | UPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess)) |
FGameplayTagContainer StaminaStateTags | public | UPROPERTY(ReplicatedUsing="OnRep_StaminaStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State") |
float StaminaValue = 0.0f | public | UPROPERTY(ReplicatedUsing="OnRep_StaminaValue", BlueprintReadWrite, EditDefaultsOnly, Category = "State") |
float FitnessValue = 0.0f | public | UPROPERTY(ReplicatedUsing="OnRep_FitnessValue" , BlueprintReadWrite, EditDefaultsOnly, Category = "State") |
FOnStaminaStateChanged OnStaminaStateChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates") |
FOnStaminaChanged OnStaminaChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates") |
FOnFitnessChanged OnFitnessChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|StaminaComponent|Delegates") |
FOnSprintStateChanged OnSprintStateChanged | public | UPROPERTY(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
| Field | Access | Reflection |
|---|---|---|
APawn* PawnRef = nullptr | protected | UPROPERTY() |
float MinTemperatureValue = 0.0f | private | UPROPERTY() |
float MaxTemperatureValue = 0.0f | private | UPROPERTY() |
float AddAmountTemperature = 0.0f | private | UPROPERTY() |
float ReduceAmountTemperature = 0.0f | private | UPROPERTY() |
float DefaultTemperatureValue = 0.0f | private | UPROPERTY() |
float AddModifier = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
float ReduceModifier = 1.0f | private | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Modifier", meta=(AllowPrivateAccess)) |
bool bCrossAffectActive = false | private | UPROPERTY() |
FGameplayTagContainer CrossAffectTriggerWhitelist | private | UPROPERTY() |
FGameplayTagContainer AffectTags | private | UPROPERTY(BlueprintReadOnly, Category = "State", meta=(AllowPrivateAccess)) |
FGameplayTagContainer TempStateTags | public | UPROPERTY(ReplicatedUsing="OnRep_TempStateTags", BlueprintReadWrite, EditDefaultsOnly, Category = "State") |
float TemperatureValue = 0.0f | public | UPROPERTY(ReplicatedUsing = "OnRep_TemperatureValue", BlueprintReadOnly, EditDefaultsOnly, Category = "State") |
FOnTemperatureStateChanged OnTemperatureStateChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates") |
FOnTemperatureChanged OnTemperatureChanged | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates") |
FOnFreezing OnFreezing | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|TempComponent|Delegates") |
FOnFreezing OnOverheated | public | UPROPERTY(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
| Field | Access | Reflection |
|---|---|---|
USurvivalSubSystem* SubSystemRef = nullptr | protected | UPROPERTY() |
TMap<FGameplayTag, FGameplayTagContainer> HealthCrossAffectMap | protected | UPROPERTY() |
TMap<FGameplayTag, FGameplayTagContainer> StaminaCrossAffectMap | protected | UPROPERTY() |
TMap<FGameplayTag, FGameplayTagContainer> FoodCrossAffectMap | protected | UPROPERTY() |
TMap<FGameplayTag, FGameplayTagContainer> TempCrossAffectMap | protected | UPROPERTY() |
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
| Field | Access | Reflection |
|---|---|---|
bool bUseSubsystemTimers = true | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config") |
bool bTimersOnlyExecuteOnServer = true | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config") |
float HealthUpdateTime = 5.0f | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers") |
float StaminaUpdateTime = 0.5f | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers") |
float FoodUpdateTime = 5.0f | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers") |
float TempUpdateTime = 5.0f | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config|Timers") |
bool bUseCrossAffects = true | public | UPROPERTY(EditAnywhere, Config, Category = "SubSystem|Config") |
bool bUseDownedTimer = false | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|Config") |
float HealthDownedTime = 60.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|Config", meta=(EditCondition="bUseDownedTimer", EditConditionHides)) |
float MinHealthValue = 5.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float MaxHealthValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float AdditionalHealthValue = 25.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float MaxAdditionalHealth = 25.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float MaxArmorValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float AddAmountHealth = 0.2f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float DefaultHealthValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
float DefaultArmorValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|DefaultValues") |
bool bHealthComponentAffects = false | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|CrossAffects", DisplayName="Health Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides)) |
TMap<FGameplayTag, FGameplayTagContainer> HealthAffectMap | public | UPROPERTY(EditAnywhere, Config, Category = "HealthComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bHealthComponentAffects", EditConditionHides)) |
float MinStaminaValue = 5.0f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float MaxStaminaValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float MaxFitnessValue = 25.0f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float AddAmountStamina = 0.5f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float ReduceAmountStamina = 0.5f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float AddAmountFitness = 0.2f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float ReduceAmountFitness = 0.2f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float DefaultStaminaValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
float DefaultFitnessValue = 0.0f | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|DefaultValues") |
bool bStaminaComponentAffects = false | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|CrossAffects", DisplayName="Stamina Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides)) |
TMap<FGameplayTag, FGameplayTagContainer> StaminaAffectMap | public | UPROPERTY(EditAnywhere, Config, Category = "StaminaComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bStaminaComponentAffects", EditConditionHides)) |
float MinFoodValue = 10.0f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float MaxFoodValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float MinWaterValue = 10.0f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float MaxWaterValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float ReduceAmountFood = 1.5f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float ReduceAmountWater = 1.5f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float DefaultFoodValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
float DefaultWaterValue = 100.0f | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|DefaultValues") |
bool bFoodComponentAffects = false | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|CrossAffects", DisplayName="Food Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides)) |
TMap<FGameplayTag, FGameplayTagContainer> FoodAffectMap | public | UPROPERTY(EditAnywhere, Config, Category = "FoodComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bFoodComponentAffects", EditConditionHides)) |
float MinTemperatureValue = 32.0f | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues") |
float MaxTemperatureValue = 40.0f | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues") |
float AddAmountTemperature = 0.5f | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues") |
float ReduceAmountTemperature = 0.5f | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues") |
float DefaultTemperatureValue = 36.5f | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|DefaultValues") |
bool bTemperatureComponentAffects = false | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|CrossAffects", DisplayName="Temperature Component", meta=(EditCondition="bUseCrossAffects", EditConditionHides)) |
TMap<FGameplayTag, FGameplayTagContainer> TemperatureAffectMap | public | UPROPERTY(EditAnywhere, Config, Category = "TemperatureComponent|CrossAffects", DisplayName="AffectMap", meta=(EditCondition="bUseCrossAffects && bTemperatureComponentAffects", EditConditionHides)) |
SurvivalSubSystem
Source: Public/SurvivalSubSystem.h.
Properties
| Field | Access | Reflection |
|---|---|---|
FString SubSystemLogName = FString("SurvivalSubSystem") | protected | UPROPERTY() |
UWorld* WorldContext = nullptr | protected | UPROPERTY() |
bool bUseExternalUpdatePulse = false | protected | UPROPERTY() |
FTimerHandle HealthUpdateTimerHandle | protected | UPROPERTY() |
FTimerHandle FoodUpdateTimerHandle | protected | UPROPERTY() |
FTimerHandle StaminaUpdateTimerHandle | protected | UPROPERTY() |
FTimerHandle TempUpdateTimerHandle | protected | UPROPERTY() |
UCrossAffectManager* CrossAffectManagerRef | protected | UPROPERTY() |
FOnHealthUpdate OnHealthUpdate | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates") |
FOnFoodUpdate OnFoodUpdate | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates") |
FOnStaminaUpdate OnStaminaUpdate | public | UPROPERTY(BlueprintAssignable, Category = "Survival Subsystem|Delegates") |
FOnTempUpdate OnTempUpdate | public | UPROPERTY(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);