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    <title>Character :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/fluent/character/index.html</link>
    <description>A Character is a pawn that uses the character movement component (walk, step, jump). It adds a landed hook on top of the pawn. Added with addCharacter(tag, skills, lambda).&#xA;Setters Setter Effect actorClass(class) The ACCharacter subclass spawned for this character. basic(...) Identity block → FCBP_ACPBasic. skeletal(...) Mesh and animation → FCBP_CPSkeletal. behavior(...) Attack behavior → FCBP_CPBehavior. ai(...) AI, team, behavior tree → FCBP_CPAI. lifecycle(...) Health and damage → FCBP_CPLifecycle. fogOfWar(...) Fog reveal → FCBP_FogOfWarRevealer. movement(...) Character movement → FCBP_CMovement. interaction(...) Interaction rules → FCBP_CharacterInteraction. Example FCBP_Character character = FCBP_Character() .actorClass(ACCharacter::StaticClass()) .basic(FCBP_ACPBasic() .mainTag(&#34;GUARD&#34;) .minScale(0.9f) .maxScale(1.1f)) .skeletal(FCBP_CPSkeletal() .skeletalMesh(retrieveAsset&lt;USkeletalMesh&gt;(&#34;GUARD_MESH&#34;)) .physicsAsset(retrieveAsset&lt;UPhysicsAsset&gt;(&#34;GUARD_PHYSICS&#34;)) .animClass(retrieveClass&lt;UCAnimInstance&gt;(&#34;GUARD_ANIM_CLASS&#34;))) .behavior(FCBP_CPBehavior() .meleeAttackBehavior(FCBP_CPMeleeAttackBehavior() .allowComboLoop(true))) .ai(FCBP_CPAI() .team(1) .aiClass(ACAIController::StaticClass()) .behaviorTree(retrieveAsset&lt;UBehaviorTree&gt;(&#34;ENEMY_BT&#34;))) .lifecycle(FCBP_CPLifecycle() .maxLife(200.0f) .damage(10.0f) .blockArmor(3.0f) .damageOn({ETeamAttitude::Hostile})) .fogOfWar(FCBP_FogOfWarRevealer() .lineOfSightSizeMeter(4.5f) .revealedAreaSizeMeter(6.5f)) .movement(FCBP_CMovement() .maxWalkSpeed(6.0f) .maxStepHeight(45.0f) .jumpZVelocity(6.3f)) .interaction(FCBP_CharacterInteraction() .interactWithPlayerOnly(true));</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate>Sat, 20 Jul 2024 21:09:28 +0200</lastBuildDate>
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      <title>FCBP_CharacterInteraction</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/fluent/character/characterinteraction/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/fluent/character/characterinteraction/index.html</guid>
      <description>Interaction rules of a character. Extends FCBP_PawnInteraction, adding a landed hook. Passed with .interaction(...) on a character.&#xA;Setters Setter Effect interactWithPlayerOnly(bool) When true, overlap/interaction only validates against the player (no NPC↔NPC). Default true. interactOnceOnly(bool) When true, the entity is consumed once (broadcasts onConsumed, then stops). Default false. Adds the skill hook onLandedSkill (plus the inherited hit/overlap/interaction hooks), documented in the Skills section.</description>
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      <title>FCBP_CMovement</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/fluent/character/cmovement/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/fluent/character/cmovement/index.html</guid>
      <description>Character movement (for a character / player using the character movement component). Passed with .movement(...) on a Character or Player.&#xA;Setters Setter Effect maxWalkSpeed(float) Walk speed in m/s (converted to cm/s internally). Default 6. Multiplied by the entity’s random scale. maxStepHeight(float) Max step height the character can climb, already in cm (no conversion). Default 45. Multiplied by scale. jumpZVelocity(float) Jump launch velocity in m/s (converted to cm/s). Default 6.3. Multiplied by scale. The entity’s scale is the random value drawn between minScale and maxScale (see FCBP_ACPBasic); all three movement values are multiplied by it.</description>
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