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    <title>Diagrams :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/ccharumodule/diagrams/index.html</link>
    <description>Overview Visual diagrams illustrating the internal architecture and runtime behavior of CCHARUMODULE.&#xA;1. Class Hierarchy &amp; Component Composition Base class inheritance tree showing which components each level adds. All base classes implement IGenericTeamAgentInterface (via UCInteractionComponent) and ICCommonActor.&#xA;classDiagram direction TB class AActor { &amp;lt;&amp;lt;UE Base&amp;gt;&amp;gt; } class APawn { &amp;lt;&amp;lt;UE Base&amp;gt;&amp;gt; } class ACharacter { &amp;lt;&amp;lt;UE Base&amp;gt;&amp;gt; } class ACActor { +USceneComponent* cdryxRootComponent +UCInitializerComponent* initializerComponent +UCDebugComponent* debugComponent +UCStaticMeshComponent* meshComponent +UCInteractionComponent* interactionComponent +UCSelectComponent* selectComponent +UCSkillComponent* skillComponent } class ACPawn { +UCCapsuleComponent* cdryxRootComponent +UCSkeletalMeshComponent* meshComponent +UCLifeComponent* lifeComponent +UCCombotterComponent* combotterComponent +UCFloatingMovementComponent* floatingMovement +UCNavigationInvokerComponent* navInvoker +UCAIPerceptionStimuliSourceComponent* aiPerception +UCAutomationComponent* automationComponent } class ACCharacter { +UCCapsuleComponent* cCapsuleComponent +UCSkeletalMeshComponent* cSkeletalMeshComponent +UCCharacterMovementComponent* cCharMovement } class ACPlayer1STCharacter { +UCSpringArmComponent* springArm +UCCameraComponent* camera +UCActionMappingComponent* actionMapping +UCTurnByTurnComponent* turnByTurn +UCFOWComponent* fow +UCMinimapComponent* minimap +UCCompassComponent* compass } class ACPlayerFLYPawn { +UCSpringArmComponent* springArm +UCCameraComponent* camera +UCActionMappingComponent* actionMapping +UCFOWComponent* fow } class ACProjectile { +USphereComponent* cdryxRootComponent +UCStaticMeshComponent* meshComponent +UCProjectileMovementComponent* projectileMvt } class ACSun { +UDirectionalLightComponent* directionalLight } class ACPortrait { +USkeletalMeshComponent* skeletalMesh +USceneCaptureComponent2D* sceneCapture2D } AActor &lt;|-- ACActor APawn &lt;|-- ACPawn ACharacter &lt;|-- ACCharacter ACCharacter &lt;|-- ACPlayer1STCharacter ACPawn &lt;|-- ACPlayerFLYPawn : via ACPlayerBaseFLYPawn AActor &lt;|-- ACProjectile ACActor &lt;|-- ACSun AActor &lt;|-- ACPortrait note for ACCharacter &#34;Replaces default UE capsule, mesh\nand movement via ObjectInitializer&#34; note for ACPlayer1STCharacter &#34;complete_CSTR_CPLAYER_FIRST_PERSON_ONLY\nadds player-specific components&#34; 2.</description>
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    <language>en-us</language>
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