unreal.MockCharacterAbilityComponent_MockCharacterAbilityNotifyStateChange
¶
- class unreal.MockCharacterAbilityComponent_MockCharacterAbilityNotifyStateChange(*args: Any, **kwargs: Any)¶
Bases:
MulticastDelegateBase
// NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); void HandleCue(const FMockCharacterAbilityBlinkCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); void HandleCue(const FMockCharacterAbilityPhysicsGunFireCue& FireCue, const FNetSimCueSystemParamemters& SystemParameters); // ————————————————————————————- // Ability State and Notifications // -This allows user code/blueprints to respond to state changes. // -These values always reflect the latest simulation state // -StateChange events are just that: when the state changes. They are not emitted from the sim themselves. // -This means they “work” for interpolated simulations and are resilient to packet loss and crazy network conditions // -That said, its “latest” only. There is NO guarantee that you will receive every state transition // // ————————————————————————————-
- Parameters:
new_state_value (bool) –
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: MockCharacterAbilitySimulation.h