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 |