Components

Overview

All components follow the same lifecycle pattern: created in the constructor via UCInitializerComponent::prepare_CSTR_*, initialized at runtime via init() with a UCActorInformation*, and reset via reset(). Dynamic delegate binding/unbinding is managed through boundDynamic() / unboundDynamic().

Component List

Component Category Description
ICInputReceiver Input Interface for receiving input events via FCInputStruct slots
UCActionMappingComponent Input Enhanced Input action mapping with runtime context creation
UCAIPerceptionStimuliSourceComponent AI Perception stimuli source with activation-based registration
UCAutomationComponent AI Circular command queue for AI automation sequences
UCCameraComponent Camera Camera with custom init/tick/reset lambdas
UCCapsuleComponent Physics Collision capsule auto-sized from skeletal mesh bounds
UCCharacterMovementComponent Movement Character movement with jump state machine
UCCombotterComponent Combat Melee/range/block state machines driving montage and damage
UCCompassComponent UI 3D compass widget tracking activated actors on screen
UCDamageEmissionContainer Data Data container for outgoing damage information
UCDamageReceptionContainer Data Data container for incoming damage information
UCDebugComponent Debug Debug overlay widget with world-space or screen-space rendering
UCFloatingMovementComponent Movement Floating pawn movement with ground-following line trace
UCFOWComponent Rendering Fog of War renderer with actor/room agents and raycasting
UCInitializerComponent Lifecycle Central orchestrator driving the initialization cascade for all other components
UCInteractionComponent Gameplay Capsule-based overlap interaction with team filtering
UCLifeComponent Combat Health and damage management with life bar widget
UCMappingManager Input GameInstance subsystem storing the active input mapping context
UCMinimapComponent UI Top-down scene capture for minimap rendering
UCNavigationInvokerComponent AI Dynamic navmesh generation around the actor
UCProjectileMovementComponent Combat Projectile movement with bend-time-to-speed curve
UCSelectComponent Gameplay Decal-based permanent and temporary selection indicator
UCSkeletalMeshComponent Rendering Skeletal mesh with modular character and animation support
UCSkillComponent Gameplay Skill list management and skill dock widget
UCSpringArmComponent Camera Spring arm with custom init/tick/reset lambdas
UCStaticMeshComponent Rendering Static mesh with actor event-driven visibility
UCTurnByTurnComponent Combat Turn-by-turn combat orchestrator with multi-state machine