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    <title>Components :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/index.html</link>
    <description>Overview All components follow the same lifecycle pattern: created in the constructor via UCInitializerComponent::prepare_CSTR_*, initialized at runtime via init() with a UCActorInformation*, and reset via reset(). Dynamic delegate binding/unbinding is managed through boundDynamic() / unboundDynamic().&#xA;Component List Component Category Description ICInputReceiver Input Interface for receiving input events via FCInputStruct slots UCActionMappingComponent Input Enhanced Input action mapping with runtime context creation UCAIPerceptionStimuliSourceComponent AI Perception stimuli source with activation-based registration UCAutomationComponent AI Circular command queue for AI automation sequences UCCameraComponent Camera Camera with custom init/tick/reset lambdas UCCapsuleComponent Physics Collision capsule auto-sized from skeletal mesh bounds UCCharacterMovementComponent Movement Character movement with jump state machine UCCombotterComponent Combat Melee/range/block state machines driving montage and damage UCCompassComponent UI 3D compass widget tracking activated actors on screen UCDamageEmissionContainer Data Data container for outgoing damage information UCDamageReceptionContainer Data Data container for incoming damage information UCDebugComponent Debug Debug overlay widget with world-space or screen-space rendering UCFloatingMovementComponent Movement Floating pawn movement with ground-following line trace UCFOWComponent Rendering Fog of War renderer with actor/room agents and raycasting UCInitializerComponent Lifecycle Central orchestrator driving the initialization cascade for all other components UCInteractionComponent Gameplay Capsule-based overlap interaction with team filtering UCLifeComponent Combat Health and damage management with life bar widget UCMappingManager Input GameInstance subsystem storing the active input mapping context UCMinimapComponent UI Top-down scene capture for minimap rendering UCNavigationInvokerComponent AI Dynamic navmesh generation around the actor UCProjectileMovementComponent Combat Projectile movement with bend-time-to-speed curve UCSelectComponent Gameplay Decal-based permanent and temporary selection indicator UCSkeletalMeshComponent Rendering Skeletal mesh with modular character and animation support UCSkillComponent Gameplay Skill list management and skill dock widget UCSpringArmComponent Camera Spring arm with custom init/tick/reset lambdas UCStaticMeshComponent Rendering Static mesh with actor event-driven visibility UCTurnByTurnComponent Combat Turn-by-turn combat orchestrator with multi-state machine</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate>Sat, 20 Jul 2024 21:09:28 +0200</lastBuildDate>
    <atom:link href="https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>UCInitializerComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucinitializercomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucinitializercomponent/index.html</guid>
      <description>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.&#xA;Properties &amp; 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 &gt;= 0 means NPC/actor (reads from ActorSpawner). ICInitializerComponent_::Execute_init(component, advIdx);</description>
    </item>
    <item>
      <title>UCLifeComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uclifecomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uclifecomponent/index.html</guid>
      <description>Overview Health and damage management. Extends UWidgetComponent to display a life bar. Listens to OnTakeAnyDamage, applies armor reduction, triggers damaged/killed animations and skills.&#xA;Properties &amp; Methods Name Description currentLife Current health points maxLife Maximum health points (from FCCharacterDetailMaker::baseLife) internalOnTakeADamage Damage reception: computes armor, triggers damaged skill and animation whatIfDeath Death sequence: triggers death skill, plays killed montage, enables ragdoll, disables collision definitiveDeath Marks the actor as killed, broadcasts onKilled // Damage flow: // 1. OnTakeAnyDamage fires // 2. UCDamageReceptionContainer is created with damage, armor, etc. // 3. executeDamagedSkill is consumed // 4. Damaged animation plays if damage &gt; 0 // 5. currentLife is reduced // 6. If currentLife &lt;= 0, whatIfDeath() triggers death sequence // Death sequence: // 1. executeDeathSkill is consumed // 2. Killed montage plays // 3. After 50% of anim: collision disabled, ragdoll enabled // 4. After 200% of anim: physics disabled, skeleton frozen</description>
    </item>
    <item>
      <title>UCInteractionComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucinteractioncomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucinteractioncomponent/index.html</guid>
      <description>Overview Capsule-based overlap interaction system. Extends UCapsuleComponent. Manages begin/end overlap events, closest-interactable selection, team-based filtering, and skill consumption on interaction.&#xA;Properties &amp; Methods Name Description actorToInteractWith Currently overlapping actor eligible for interaction selectionMode LAST_OVERLAPED_PRIORITY or CURRENT_OVERLAP_PRIORITY executeInteraction Triggers the executeInteractionSkill on the target canInteractWith Checks activation, team attitude, player-only flag, dynamic canInteract delegate myGetGenericTeamId Returns the team ID from FCCharacterDetailMaker::teamId myGetTeamAttitudeTowards Computes attitude: same team = Friendly, no team = Neutral, else Hostile // Interaction flow: // 1. OnBeginOverlap: finds closest interactable, checks canInteractWith // 2. Consumes beginOverlapInteractionSkill // 3. On explicit interaction (E key): consumes executeInteractionSkill // 4. OnEndOverlap: consumes endOverlapInteractionSkill, finds next closest // Team attitude logic: // NoTeam (255) on either side =&gt; Neutral // Same team =&gt; Friendly // Different teams =&gt; Hostile</description>
    </item>
    <item>
      <title>UCCombotterComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccombottercomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccombottercomponent/index.html</guid>
      <description>Overview Combat system with three state machines: melee attack (combo), range attack (bow), and block. Uses CSimpleStateMachine from CCOREUMODULE. Drives montage playback and damage application.&#xA;Properties &amp; Methods Name Description proceedAttack Starts a melee attack combo sequence proceedStartRangeAttack Starts drawing the bow (range attack) proceedEndRangeAttack Releases the bow proceedStartBlock Starts blocking proceedEndBlock Ends blocking isBlocking Returns true if currently in blocking state isAttacking Returns true if currently in attacking state collisionTestIfAttack Sphere sweep to detect hittable actors considering team attitude whatIfHitMelee Applies melee damage to hit actors via TakeDamage whatIfProjectileLaunch Spawns a projectile actor with speed from bend-time curve // Melee attack state machine: // S_NOT_ATTACKING -&gt; (user click) -&gt; S_ATTACKING -&gt; (montage end) -&gt; S_ATTACK_FINISHED // -&gt; (can combo) -&gt; S_COMBO_WINDOW -&gt; (user click) -&gt; S_ATTACKING // Range attack state machine: // S_BOW_NOT_DRAWING -&gt; S_PREPARE_BOW_DRAW -&gt; S_BOW_DRAWING -&gt; S_BOW_SHOT -&gt; S_ATTACK_FINISHED // Block state machine: // S_NOT_BLOCKING -&gt; S_PREPARE_BLOCKING -&gt; S_BLOCKING -&gt; (end block) -&gt; S_NOT_BLOCKING</description>
    </item>
    <item>
      <title>UCSelectComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucselectcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucselectcomponent/index.html</guid>
      <description>Overview Decal-based selection indicator. Extends UDecalComponent. Supports permanent selection and temporary (hover) selection. Decal size adapts to the mesh bounds.&#xA;Properties &amp; Methods Name Description select / deselect Toggle permanent selection toggleTempSelected Toggle temporary (hover) selection deselectAllBut Static: deselects all actors in the world except specified ones retrieveAllSelectedActorBut Static: returns all permanently selected actors retrieveTemporarySelectedActorBut Static: returns the temporarily selected actor UCSelectComponent::deselectAllBut(GetWorld()); UCSelectComponent::retrieveAllSelectedActorBut(GetWorld());</description>
    </item>
    <item>
      <title>UCSkillComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucskillcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucskillcomponent/index.html</guid>
      <description>Overview Skill list management and skill widget display. Maintains a currentSkillArray of FName skill identifiers. Broadcasts onSkillListChange when skills are added or removed.&#xA;Properties &amp; Methods Name Description currentSkillArray Active skill list addSkill / removeSkill Add or remove a skill by name runSkill Triggers a skill by index via the skill widget displaySkillWidget Creates and displays the skill dock widget removeSkillWidget Removes the skill widget from viewport skillComponent-&gt;addSkill(FName(&#34;Fireball&#34;)); skillComponent-&gt;removeSkill(FName(&#34;Fireball&#34;)); skillComponent-&gt;runSkill(0); // trigger first skill via widget</description>
    </item>
    <item>
      <title>UCActionMappingComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucactionmappingcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucactionmappingcomponent/index.html</guid>
      <description>Overview Enhanced Input action mapping system. Creates a default UInputMappingContext at runtime with all standard game actions, binds them to the owning pawn’s ICInputReceiver interface, and spawns the mobile widget on mobile platforms.&#xA;Properties &amp; Methods Name Description inputActionMap Map of ECInputActionType to UInputAction* createDefaultInputAction Creates the default input mapping context with all actions setup Binds all actions to the UEnhancedInputComponent and registers the mapping context retrieveKey Returns the first key mapped to a given action type init Spawns the mobile widget if running on mobile // ECInputActionType enum values: // MOVE, ROTATE, JUMP, TOUCH_CLICK, LMB_CLICK, CTRL_LMB_CLICK, RMB_CLICK, // TOUCH_PINCH, SCROLL, CTRL_SCROLL, BLOCK, INTERACT, CHANGE_VIEW, // DISPLAY_RESOURCE, DISPLAY_MAP // Default key bindings: // MOVE: ZQSD / Arrow keys / Gamepad Left Stick // ROTATE: Mouse XY / Gamepad Right Stick // JUMP: SpaceBar // LMB_CLICK: Left Mouse Button // INTERACT: F // BLOCK: Tab // CHANGE_VIEW: V // DISPLAY_RESOURCE: I // DISPLAY_MAP: M</description>
    </item>
    <item>
      <title>ICInputReceiver</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/icinputreceiver/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/icinputreceiver/index.html</guid>
      <description>Overview Interface implemented by pawns to receive input events from UCActionMappingComponent.&#xA;Properties &amp; Methods Name Description moveEvent FCInputStruct&lt;FVector2D&gt; for movement input rotateEvent FCInputStruct&lt;FVector2D&gt; for rotation input jumpEvent FCInputStruct&lt;bool&gt; for jump touchEvent FCInputStruct&lt;bool&gt; for touch (mobile) LMBEvent FCInputStruct&lt;bool&gt; for left mouse button ctrlLMBEvent FCInputStruct&lt;bool&gt; for Ctrl+LMB RMBEvent FCInputStruct&lt;bool&gt; for right mouse button pinchEvent FCInputStruct&lt;float&gt; for pinch (mobile) scrollEvent FCInputStruct&lt;float&gt; for mouse wheel alternativeScrollEvent FCInputStruct&lt;float&gt; for Ctrl+scroll blockEvent FCInputStruct&lt;bool&gt; for block interactEvent FCInputStruct&lt;bool&gt; for interact changeViewEvent FCInputStruct&lt;bool&gt; for perspective change displayResourceEvent FCInputStruct&lt;bool&gt; for resource inventory displayMapEvent FCInputStruct&lt;bool&gt; for map toggle cleanAllInputEvent Resets all event callbacks to no-op // Each FCInputStruct&lt;T&gt; provides 5 callbacks: // onTriggered, onStarted, onGoing, onCanceled, onCompleted // Signature: (T value, float elapsedSec, float triggeredSec, const UInputAction*) moveEvent.onTriggered = [this](FVector2D v, float e, float t, const UInputAction*) { AddMovementInput(GetActorForwardVector(), v.X); AddMovementInput(GetActorRightVector(), v.Y); };</description>
    </item>
    <item>
      <title>UCAIPerceptionStimuliSourceComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucaiperceptionstimulisourcecomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucaiperceptionstimulisourcecomponent/index.html</guid>
      <description>Overview AI perception stimuli source that registers/unregisters with the perception system based on actor activation state. Extends UAIPerceptionStimuliSourceComponent, implements ICActorBoundable.&#xA;Properties &amp; Methods Name Description commonDetailInformation Shared UCActorInformation reference init Registers for UAISense_Sight, binds to actor events reset Registers or unregisters from perception based on activated state onActorEvent Re-evaluates registration when actor status changes // Requires in DefaultGame.ini: // [/Script/AIModule.AISense_Sight] // bAutoRegisterAllPawnsAsSources=false // Automatically managed by UCInitializerComponent lifecycle</description>
    </item>
    <item>
      <title>UCAutomationComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucautomationcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucautomationcomponent/index.html</guid>
      <description>Overview Automation command sequencer. Reads FCAutomationStruct from the character maker and exposes a circular command queue via ICAutomationComponent_.&#xA;Properties &amp; Methods Name Description automation UCAutomation object holding the command array init Parses automationStructArray from maker into typed commands read Returns the current command as TPair&lt;FName, FCVariantType&gt; next Advances to the next command (circular) isEmpty Returns true if no commands are defined // UCAutomation stores commands as (FName, FCVariantType) pairs // Supported commands: LOCATION (FName), WAIT (float) // The AI behavior tree reads commands via ICAutomationComponent_ interface</description>
    </item>
    <item>
      <title>UCCameraComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccameracomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccameracomponent/index.html</guid>
      <description>Overview Camera component with custom init/tick/reset callbacks. Extends UCameraComponent.&#xA;Properties &amp; Methods Name Description customInit Lambda called during init() customTick Lambda called each TickComponent() customReset Lambda called during reset() // Callbacks are set by UCInitializerComponent::complete_CSTR_CPLAYER_FIRST_PERSON_ONLY // providing player-specific camera behavior</description>
    </item>
    <item>
      <title>UCCapsuleComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccapsulecomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccapsulecomponent/index.html</guid>
      <description>Overview Collision capsule auto-sized from the skeletal mesh bounds. Extends UCapsuleComponent, implements ICCapsuleComponent_.&#xA;Properties &amp; Methods Name Description init Sets collision profile to Pawn, computes capsule size from skeletal mesh bounds, adjusts actor transform for half-height offset // Capsule radius = max(X, Y extent) * 0.25 // Capsule half-height = Z extent * 0.5 // Also considers skeletalMeshChildArray for modular characters</description>
    </item>
    <item>
      <title>UCCharacterMovementComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccharactermovementcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccharactermovementcomponent/index.html</guid>
      <description>Overview Character movement with jump state machine. Extends UCharacterMovementComponent, implements ICCharacterMovementComponent_.&#xA;Properties &amp; Methods Name Description defaultMaxWalkSpeed Base walk speed from maker stateMachineMap Jump state machine (M_JUMP) init Sets walk speed, step height, acceleration for paths, jump velocity updateSpeed Multiplies walk speed and braking by a factor proceedStartJump Triggers jump via state machine event proceedEndJump Ends jump via state machine event // Jump state machine: // S_NOT_JUMPING -&gt; (E_USER_CLICK_START_JUMP &amp;&amp; !blocking &amp;&amp; !attacking) -&gt; S_JUMPING // S_JUMPING -&gt; (E_USER_CLICK_END_JUMP) -&gt; S_NOT_JUMPING movementComponent-&gt;updateSpeed(1.5f); // 150% speed</description>
    </item>
    <item>
      <title>UCCompassComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccompasscomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/uccompasscomponent/index.html</guid>
      <description>Overview 3D compass widget that tracks activated actors on screen. Shows direction, distance and alpha-based closest indicator. Hides in top-view perspective.&#xA;Properties &amp; Methods Name Description compassWidgetClass Widget class from coordinator (W_COMPASS) dataMap Map of advIdx to mainTag for tracked actors init Populates dataMap from actormaker, binds to actor and perspective events proceedWithTick Each tick: projects actor positions to screen, computes alpha, sends data to widget onActorEvent Adds/removes actors from tracking based on status onPerspectiveTypeChange Hides compass in TOP_VIEW, shows in FIRT_VIEW // Automatically managed by UCInitializerComponent lifecycle // Tracks all activated actors that have character metadata // Sends per-actor data to the compass widget each tick: // position, distance, alpha, z-order, visibility</description>
    </item>
    <item>
      <title>UCFloatingMovementComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucfloatingmovementcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucfloatingmovementcomponent/index.html</guid>
      <description>Overview Floating pawn movement with ground-following via line trace. Extends UFloatingPawnMovement.&#xA;Properties &amp; Methods Name Description capsuleComponent Reference to the owning capsule for height offset init Sets max speed from maker, stores capsule reference TickComponent Line traces from top to bottom of capsule, snaps actor to ground // Used for flying/floating pawns that need to follow terrain // MaxSpeed is set from maker.maxWalkSpeed * scale</description>
    </item>
    <item>
      <title>UCFOWComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucfowcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucfowcomponent/index.html</guid>
      <description>Overview Fog of War renderer. Draws view and revealed areas to render targets using material brushes. Supports actor agents, room agents and complex raycasting for line-of-sight.&#xA;Properties &amp; Methods Name Description brush Dynamic material for view area drawing brushRevealed Dynamic material for revealed area drawing fowActorAgentArray Array of advIdx whose vision contributes to FOW fowRoomAgentArray Array of (clusterId, roomId) pairs for room-based reveal init Creates brush materials, sets tick interval from maker addFOWActorAgent / removeFOWActorAgent Manage actor vision agents addFOWRoomAgent / removeFOWRoomAgent Manage room reveal agents whatToDoInViewArea Draws view circles for all agents on the view render target whatToDoInRevealedArea Draws revealed area with optional complex ray line-of-sight // FOW is tick-driven, refresh rate from maker.fogOfWarRefreshRate // Complex ray mode: casts rays in a circle to detect occlusion // Simple mode: draws a single brush circle for revealed area</description>
    </item>
    <item>
      <title>UCMinimapComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucminimapcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucminimapcomponent/index.html</guid>
      <description>Overview Top-down scene capture for minimap rendering. Extends USceneCaptureComponent2D.&#xA;Properties &amp; Methods Name Description minimapWidget Reference to the spawned minimap widget zDistance Capture height above actor (default 10000) init Spawns minimap widget, retrieves render target reset Configures show flags (disables most rendering features for clean top-down capture) // Captures FinalColorLDR with most visual features disabled // Only Translucency is enabled (for fog of war overlay) // Widget provides the render target via ICMinimapWidget_::currentMinimapData</description>
    </item>
    <item>
      <title>UCNavigationInvokerComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucnavigationinvokercomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucnavigationinvokercomponent/index.html</guid>
      <description>Overview Dynamic navigation mesh generation around the actor. Extends UNavigationInvokerComponent, implements ICActorBoundable.&#xA;Properties &amp; Methods Name Description init Sets generation radii from maker.navigationRadius * scale reset Activates/deactivates based on actor activation state onActorEvent Re-evaluates activation when actor status changes // Generation radius = navigationRadius * 1.0 * scale * 0.5 // Removal radius = navigationRadius * 1.7 * scale * 0.5 // Deactivated actors don&#39;t generate navmesh</description>
    </item>
    <item>
      <title>UCProjectileMovementComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucprojectilemovementcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucprojectilemovementcomponent/index.html</guid>
      <description>Overview Projectile movement with optional bend-time-to-speed curve. Extends UProjectileMovementComponent.&#xA;Properties &amp; Methods Name Description bendTimeToSpeed Optional UCurveFloat: maps bend time (seconds) to speed (m/s) // Used by UCCombotterComponent::whatIfProjectileLaunch // Speed is read from the bendTimeToSpeed curve based on bow draw time</description>
    </item>
    <item>
      <title>UCSkeletalMeshComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucskeletalmeshcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucskeletalmeshcomponent/index.html</guid>
      <description>Overview Skeletal mesh management with modular character support, animation instance setup and actor visibility control. Extends USkeletalMeshComponent, implements ICActorBoundable and ICSkeletalMeshComponent_.&#xA;Properties &amp; Methods Name Description cAnimInstance Cast reference to UCAnimInstance (may be null) skeletalChildCreated Whether modular child meshes have been created init Sets collision, relative transform from capsule, binds to actor events reset Sets skeletal mesh, creates child meshes, sets anim class, physics asset, configures animation priorities onActorEvent Triggers reset when actor status changes // Reset flow: // 1. Set skeletal mesh from maker (or null if deactivated) // 2. Create child skeletal meshes with SetLeaderPoseComponent for modular characters // 3. Set anim class and physics asset // 4. Configure animation priorities on UCAnimInstance // 5. Update meshBound on actorInformation // 6. Toggle actor visibility</description>
    </item>
    <item>
      <title>UCSpringArmComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucspringarmcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucspringarmcomponent/index.html</guid>
      <description>Overview Spring arm with custom init/tick/reset callbacks. Extends USpringArmComponent.&#xA;Properties &amp; Methods Name Description actorInformation Shared UCActorInformation reference cameraComponent Attached camera component customInit Lambda called during init() customTick Lambda called each TickComponent() customReset Lambda called during reset() // Callbacks are set by UCInitializerComponent::complete_CSTR_CPLAYER_FIRST_PERSON_ONLY // Probe size, arm length, location and offset are configured in reset()</description>
    </item>
    <item>
      <title>UCStaticMeshComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucstaticmeshcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucstaticmeshcomponent/index.html</guid>
      <description>Overview Static mesh component with actor event-driven visibility. Extends UStaticMeshComponent, implements ICActorBoundable.&#xA;Properties &amp; Methods Name Description init Sets collision profile to BlockAll, WorldStatic object type reset Updates meshBound, toggles actor visibility based on activation onActorEvent Triggers reset when actor status changes // Used for non-skeletal actors (props, interactables) // Collision: BlockAll profile, Visibility=Block, Camera=Ignore</description>
    </item>
    <item>
      <title>UCTurnByTurnComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucturnbyturncomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucturnbyturncomponent/index.html</guid>
      <description>Overview Turn-by-turn combat orchestrator using a multi-state state machine. Manages actor ordering, target selection, AI movement, attack execution and camera focus.&#xA;Properties &amp; Methods Name Description stateMachineMap Turn-by-turn workflow state machine orderedActorArray Ordered list of advIdx participating in combat (-1 = player) enable Whether turn-by-turn is enabled for this actor flyPawn Reference to the fly camera pawn during combat init Initializes state machine from maker.turnByTurnAttack fightReasonUpdated Triggers state machine re-evaluation when adversary set changes // State machine workflow: // S_END_OF_TURN_BY_TURN -&gt; S_ORDERING_ACTOR -&gt; S_CHOOSE_TARGET // -&gt; S_MOVE_ACTOR_TO_TARGET -&gt; S_ATTACK -&gt; S_CHOOSE_NEXT_ACTOR // -&gt; (loop back to S_CHOOSE_TARGET or S_ORDERING_ACTOR) // During combat: // - Player is possessed by an AI controller with the basic enemy BT // - Camera switches to a fly pawn that orbits the battle // - Hexagonal tiles in the battle area are banned from spawning</description>
    </item>
    <item>
      <title>UCDamageEmissionContainer</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucdamageemissioncontainer/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucdamageemissioncontainer/index.html</guid>
      <description>Overview Data container for outgoing damage information.&#xA;Properties &amp; Methods Name Description attackCount Number of attacks in the combo damage Damage amount damageEvent FDamageEvent data hitResult FHitResult from the collision test</description>
    </item>
    <item>
      <title>UCDamageReceptionContainer</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucdamagereceptioncontainer/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucdamagereceptioncontainer/index.html</guid>
      <description>Overview Data container for incoming damage information, passed to damage skills.&#xA;Properties &amp; Methods Name Description animMontage Damaged animation montage to play damageCauser Actor that caused the damage damagedActor Actor receiving the damage instigatedBy Controller that instigated the damage damageReceived Raw damage before armor armor Armor value damage Final damage after armor reduction damageType UDamageType reference // Created internally by UCLifeComponent::internalOnTakeADamage // Passed to the executeDamagedSkill for custom damage processing</description>
    </item>
    <item>
      <title>UCMappingManager</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucmappingmanager/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucmappingmanager/index.html</guid>
      <description>Overview UGameInstanceSubsystem that stores the current UInputMappingContext across player switches.&#xA;Properties &amp; Methods Name Description inputMappingContext Transient reference to the active mapping context // Accessed internally by UCActionMappingComponent::setup // Ensures the old mapping context is removed before adding the new one</description>
    </item>
    <item>
      <title>UCDebugComponent</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucdebugcomponent/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/components/ucdebugcomponent/index.html</guid>
      <description>Overview Debug overlay widget attached to actors. Extends UWidgetComponent, implements ICDebugComponent_ and ICPlayerControllerBoundable. Created by UCInitializerComponent::prepare_CSTR_* for all base classes. Displays a world-space or screen-space debug widget using the W_DEBUG widget class from the coordinator.&#xA;Properties &amp; Methods Name Description debugWidgetClass Widget class retrieved from CoordinatorUtility::retrieveWidget(ECWidget::W_DEBUG) commonDetailInformation Shared UCActorInformation reference interactionComponent Reference to the owning actor’s UCInteractionComponent (used for capsule height positioning) init Creates the debug widget, configures world-space or screen-space rendering, binds to player controller events reset Reserved for future use (currently empty) addDebugWidgetWith Delegates to ICDebugWidget_::addDebugWidgetWith — adds a custom TFunction&lt;FText(AActor*)&gt; debug line onPerspectiveTypeChange Responds to camera perspective changes (FIRT_VIEW / TOP_VIEW) boundDynamic / unboundDynamic Binds/unbinds to ACPlayerController perspective events // UCDebugComponent is created automatically by UCInitializerComponent. // On init, it retrieves the W_DEBUG widget class from the coordinator, // creates the widget, and configures its display mode: // - If the widget implements ICWorldWidget_: world-space with transform, drawSize, material // - Otherwise: screen-space positioned at capsule half-height // Adding custom debug text: ICDebugComponent_* debug = Cast&lt;ICDebugComponent_&gt;(debugComponent); debug-&gt;addDebugWidgetWith([](AActor* actor) { return FText::FromString(FString::Printf(TEXT(&#34;HP: %d&#34;), GetLife(actor))); });</description>
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