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AAndromedaCharacter

Kind: class Source: Source/Andromeda/Player/AndromedaCharacter.h Base classes: ACharacter, IAndromedaCarryProviderInterface

Details

Broadcasts focus changes to listeners such as the HUDWe are OK with this delegate being tied to the object instead of an event subsystem because they are only being listened to by the HUD at the moment. Broadcasts when the player requests suit scan recall.We are OK with this delegate being tied to the object instead of an event subsystem because they are only being listened to by the HUD at the moment. First-person player character that owns input dispatch, focus tracing, carry, and placement mode..

Public Properties

Member Type Summary
OnFocusedObjectChanged FAndromedaFocusedObjectChanged Native focus event consumed by systems that care about focus.
OnScanRecallRequested FAndromedaScanRecallRequested Native scan recall event consumed by the HUD.

Protected Properties

Member Type Summary
FirstPersonCameraComponent TObjectPtr< UCameraComponent > Camera used for player view and focus traces.
CarryComponent TObjectPtr< UAndromedaCarryComponent > Owns currently carried actor state.
PlacementModeComponent TObjectPtr< UAndromedaPlacementModeComponent > Owns freeform placement preview and commit behavior.
InteractionTraceDistance float Maximum focus trace distance from the first-person camera.
InteractionTraceChannel TEnumAsByte< ECollisionChannel > Collision channel used by focus traces.
FocusedObject TObjectPtr< UObject > Current focused object selected from trace candidates.

Public Methods

Member Type Summary
AAndromedaCharacter function Creates camera, carry, and placement components.
GetFirstPersonCameraComponent UCameraComponent * Returns the first-person camera used by player-owned placement and focus logic.
GetCarryComponent UAndromedaCarryComponent * Returns the carry component used by player-owned placement and pickup logic.
GetAndromedaCarryComponent_Implementation UAndromedaCarryComponent * Implements the carry-provider interface for pickup checks.

Protected Methods

Member Type Summary
Tick void Updates focus every frame.
SetupPlayerInputComponent void Binds configured Enhanced Input actions.
MoveInput void
MouseLookInput void
InteractInput void Handles contextual interaction input.
JumpStartInput void
JumpEndInput void
ScanRecallInput void Broadcasts the player scan recall request.
TogglePlacementModeInput void
CyclePlacementAxisInput void
AdjustPlacementRotationInput void
DoMove void
DoAim void
UpdateFocusedObject void Traces from the camera, resolves the focus candidate, and updates focused object state.
SetFocusedObject void Stores focus and broadcasts old/new focus when it changes.
ResolveFocusableFromHit UObject * Resolves focus through an explicit provider on the hit actor.

Members

OnFocusedObjectChanged

FAndromedaFocusedObjectChanged OnFocusedObjectChanged

Native focus event consumed by systems that care about focus.

OnScanRecallRequested

FAndromedaScanRecallRequested OnScanRecallRequested

Native scan recall event consumed by the HUD.

FirstPersonCameraComponent

TObjectPtr< UCameraComponent > FirstPersonCameraComponent

Camera used for player view and focus traces.

CarryComponent

TObjectPtr< UAndromedaCarryComponent > CarryComponent

Owns currently carried actor state.

PlacementModeComponent

TObjectPtr< UAndromedaPlacementModeComponent > PlacementModeComponent

Owns freeform placement preview and commit behavior.

InteractionTraceDistance

float InteractionTraceDistance

Maximum focus trace distance from the first-person camera.

InteractionTraceChannel

TEnumAsByte< ECollisionChannel > InteractionTraceChannel

Collision channel used by focus traces.

FocusedObject

TObjectPtr< UObject > FocusedObject

Current focused object selected from trace candidates.

AAndromedaCharacter

AAndromedaCharacter::AAndromedaCharacter()

Creates camera, carry, and placement components.

GetFirstPersonCameraComponent

UCameraComponent * AAndromedaCharacter::GetFirstPersonCameraComponent() const

Returns the first-person camera used by player-owned placement and focus logic.

Returns:

First-person camera component.

GetCarryComponent

UAndromedaCarryComponent * AAndromedaCharacter::GetCarryComponent() const

Returns the carry component used by player-owned placement and pickup logic.

Returns:

Carry component.

GetAndromedaCarryComponent_Implementation

UAndromedaCarryComponent * AAndromedaCharacter::GetAndromedaCarryComponent_Implementation() const override

Implements the carry-provider interface for pickup checks.

Returns:

CarryComponent owned by this character.

Tick

void AAndromedaCharacter::Tick(float DeltaSeconds) override

Updates focus every frame.

Parameters:

Name Type Description
DeltaSeconds float Frame delta supplied by Unreal.

SetupPlayerInputComponent

void AAndromedaCharacter::SetupPlayerInputComponent(UInputComponent *PlayerInputComponent) override

Binds configured Enhanced Input actions.

Parameters:

Name Type Description
PlayerInputComponent UInputComponent * Input component to bind.

MoveInput

void AAndromedaCharacter::MoveInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

MouseLookInput

void AAndromedaCharacter::MouseLookInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

InteractInput

void AAndromedaCharacter::InteractInput(const FInputActionValue &Value)

Handles contextual interaction input.

The action order is placement commit first, pickup second, and generic interaction last.

Parameters:

Name Type Description
Value const FInputActionValue & Enhanced Input action value.

JumpStartInput

void AAndromedaCharacter::JumpStartInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

JumpEndInput

void AAndromedaCharacter::JumpEndInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

ScanRecallInput

void AAndromedaCharacter::ScanRecallInput(const FInputActionValue &Value)

Broadcasts the player scan recall request.

Parameters:

Name Type Description
Value const FInputActionValue & Enhanced Input action value.

TogglePlacementModeInput

void AAndromedaCharacter::TogglePlacementModeInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

CyclePlacementAxisInput

void AAndromedaCharacter::CyclePlacementAxisInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

AdjustPlacementRotationInput

void AAndromedaCharacter::AdjustPlacementRotationInput(const FInputActionValue &Value)

Parameters:

Name Type Description
Value const FInputActionValue &

DoMove

void AAndromedaCharacter::DoMove(double Right, double Forward)

Parameters:

Name Type Description
Right double
Forward double

DoAim

void AAndromedaCharacter::DoAim(double Yaw, double Pitch)

Parameters:

Name Type Description
Yaw double
Pitch double

UpdateFocusedObject

void AAndromedaCharacter::UpdateFocusedObject()

Traces from the camera, resolves the focus candidate, and updates focused object state.

The trace ignores the currently carried actor and only asks the hit actor for explicit focus routing through IAndromedaFocusCandidateProviderInterface.

SetFocusedObject

void AAndromedaCharacter::SetFocusedObject(UObject *NewFocusedObject)

Stores focus and broadcasts old/new focus when it changes.

This method does not inspect promptability or subscribe to prompt events; the HUD owns prompt state and observation.

Parameters:

Name Type Description
NewFocusedObject UObject * Object to store as focused, or nullptr to clear focus.

ResolveFocusableFromHit

UObject * AAndromedaCharacter::ResolveFocusableFromHit(const FHitResult &Hit) const

Resolves focus through an explicit provider on the hit actor.

Parameters:

Name Type Description
Hit const FHitResult & Trace result to inspect.

Returns:

Candidate returned by the hit actor's focus provider, or nullptr.