Player

The Player is the entity the user controls. Added with addPlayer1ST(skills, lambda) (first-person) or the fly variant. Note: its AI and “specific” blocks exist internally but are not exposed as fluent setters.

Setters

Setter Effect
actorClass(class) The pawn subclass spawned for the player (must implement CCommonPlayer).
basic(...) Identity block → FCBP_ACPBasic.
skeletal(...) Mesh and animation → FCBP_CPSkeletal.
behavior(...) Attack behavior → FCBP_CPBehavior.
interaction(...) Interaction rules → FCBP_PlayerInteraction.
lifecycle(...) Health and damage → FCBP_CPLifecycle.
movement(...) Character movement → FCBP_CMovement.
fogOfWar(...) Fog reveal → FCBP_FogOfWarRevealer.

Example

FCBP_Player player = FCBP_Player()
    .actorClass(ACPlayer1STCharacter::StaticClass())
    .basic(FCBP_ACPBasic()
        .mainTag("PLAYER")
        .minScale(1.0f)
        .maxScale(1.0f))
    .skeletal(FCBP_CPSkeletal()
        .skeletalMesh(retrieveAsset<USkeletalMesh>("PLAYER_MESH"))
        .physicsAsset(retrieveAsset<UPhysicsAsset>("PLAYER_PHYSICS"))
        .animClass(retrieveClass<UCAnimInstance>("PLAYER_ANIM_CLASS")))
    .behavior(FCBP_CPBehavior()
        .meleeAttackBehavior(FCBP_CPMeleeAttackBehavior()
            .allowComboLoop(true)))
    .interaction(FCBP_PlayerInteraction()
        .interactWithPlayerOnly(false))
    .lifecycle(FCBP_CPLifecycle()
        .maxLife(100.0f)
        .damage(5.0f)
        .blockArmor(3.0f)
        .damageOn({ETeamAttitude::Hostile}))
    .movement(FCBP_CMovement()
        .maxWalkSpeed(6.0f)
        .maxStepHeight(45.0f)
        .jumpZVelocity(6.3f))
    .fogOfWar(FCBP_FogOfWarRevealer()
        .lineOfSightSizeMeter(4.5f)
        .revealedAreaSizeMeter(6.5f));