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    <title>Components :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/ccharumodule/components/index.html</link>
    <description>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().&#xA;UCInitializerComponent Central orchestrator. Created first, it drives the initialization cascade for all other components. Provides static prepare_CSTR_* methods for constructor-time creation and an init(advIdx) interface method for runtime initialization.&#xA;Name Description commonDetailInformation Runtime UCActorInformation reference shared across all components actorId Actor identifier (advIdx from the spawner) prepare_CSTR_CACTOR_ONLY Static: creates components for ACActor prepare_CSTR_CPAWN_ONLY Static: creates components for ACPawn prepare_CSTR_CCHARACTER_ONLY Static: creates components for ACCharacter prepare_CSTR_CPROJECTILE_ONLY Static: creates components for ACProjectile complete_CSTR_CPLAYER_FIRST_PERSON_ONLY Static: adds player-specific components (camera, spring arm, input, FOW, minimap, compass) complete_CSTR_CPLAYER_FLY_PAWN_ONLY Static: adds fly-pawn-specific components init Interface: initializes all components from a DataTable row (advIdx) or player maker (advIdx=-1) resetAll Interface: resets all components to their initial state // Constructor-time: prepare_CSTR_* creates all components for the base class.</description>
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    <language>en-us</language>
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