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    <title>Data Structures :: Catur Documentation</title>
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    <description>Overview Configuration is entirely data-driven via DataTable rows. FCCharacterDetailMaker is the central structure defining everything about an actor. FCNPCMaker groups actors for the spawner. FCPlayerMakerStruct references a character maker for player creation. UCActorInformation holds runtime state.&#xA;FCCharacterDetailMaker Main DataTable row structure (FTableRowBase). Defines actor class, visuals, animations, combat, AI, skills, interaction, biome constraints and more.&#xA;Name Description actorClass Subclass of ACActor, ACPawn or ACCharacter to spawn enable Whether this maker is active rowTag / mainTag Row identifier and primary tag (used for quests, rooms) famillyTag Tags copied to the actor’s Tags array tagToRoomArray Room tags controlling where this actor can spawn biomeSelectLowerBound / biomeSelectUpperBound Biome noise range filter (0,0 = no filter) interactWithPlayerOnly If true, only interacts with the player canOnlyBeConsumedOnce If true, interaction consumes the actor permanently minScalePercent / maxScalePercent Random scale range canInteract Dynamic delegate (FCBP_boolCalc) for custom interaction filtering beginOverlapInteractionSkill Skill consumed on begin overlap endOverlapInteractionSkill Skill consumed on end overlap executeInteractionSkill Skill consumed on explicit interaction executeDeathSkill / executeDamagedSkill Skills consumed on death / damage executeAttackSkill / executeRangeAttackSkill Skills consumed on melee / range attack skillArray Default skill list for the actor maxWalkSpeed / maxStepHeight / jumpZVelocity Movement parameters skeletalMesh / physicsAsset / animClass Visual and animation assets animSequenceMap / blendspaceMap Named animation sequences and blendspaces for UCAnimInstance attackAnimMontageArray Melee combo montages (played in order) noCombo / comboLoop Combo behavior: random pick vs sequential, loop vs stop startRangeAnimMontage / endRangeAnimMontage Range attack montages startBlockAnimMontage / endBlockAnimMontage Block montages killedAnimMontage / damagedAnimMontage Death and damage reaction montages turnLeftAnimMontage / turnRightAnimMontage Turn-in-place montages baseLife / baseDamage / blockArmor Combat stats attackOnlyOn Team attitudes this actor can attack teamId FGenericTeamId value aiClass / aiStructRH AI controller class and AI behavior DataTable row navigationRadius NavMesh invoker radius automationStructArray Scripted automation commands (location, wait) fogOfWar* FOW parameters (complex ray, blur, refresh rate, resolution, sizes) // FCCharacterDetailMaker is configured in a DataTable.</description>
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