UCInitializerComponent

Overview

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.

Properties & Methods

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.
UCInitializerComponent::prepare_CSTR_CCHARACTER_ONLY(this);

// Player classes call complete_CSTR_* to add camera, input, etc.
UCInitializerComponent::complete_CSTR_CPLAYER_FIRST_PERSON_ONLY(this,
    cameraInit, cameraTick, cameraReset,
    springArmInit, springArmTick, springArmReset);

// Runtime: init(advIdx) cascades to all components.
// advIdx == -1 means player (reads from PlayerSpawner).
// advIdx >= 0 means NPC/actor (reads from ActorSpawner).
ICInitializerComponent_::Execute_init(component, advIdx);