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¶
Native focus event consumed by systems that care about focus.
OnScanRecallRequested¶
Native scan recall event consumed by the HUD.
FirstPersonCameraComponent¶
Camera used for player view and focus traces.
CarryComponent¶
Owns currently carried actor state.
PlacementModeComponent¶
Owns freeform placement preview and commit behavior.
InteractionTraceDistance¶
Maximum focus trace distance from the first-person camera.
InteractionTraceChannel¶
Collision channel used by focus traces.
FocusedObject¶
Current focused object selected from trace candidates.
AAndromedaCharacter¶
Creates camera, carry, and placement components.
GetFirstPersonCameraComponent¶
Returns the first-person camera used by player-owned placement and focus logic.
Returns:
First-person camera component.
GetCarryComponent¶
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¶
Updates focus every frame.
Parameters:
| Name | Type | Description |
|---|---|---|
DeltaSeconds |
float |
Frame delta supplied by Unreal. |
SetupPlayerInputComponent¶
Binds configured Enhanced Input actions.
Parameters:
| Name | Type | Description |
|---|---|---|
PlayerInputComponent |
UInputComponent * |
Input component to bind. |
MoveInput¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
MouseLookInput¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
InteractInput¶
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¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
JumpEndInput¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
ScanRecallInput¶
Broadcasts the player scan recall request.
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
Enhanced Input action value. |
TogglePlacementModeInput¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
CyclePlacementAxisInput¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
AdjustPlacementRotationInput¶
Parameters:
| Name | Type | Description |
|---|---|---|
Value |
const FInputActionValue & |
DoMove¶
Parameters:
| Name | Type | Description |
|---|---|---|
Right |
double |
|
Forward |
double |
DoAim¶
Parameters:
| Name | Type | Description |
|---|---|---|
Yaw |
double |
|
Pitch |
double |
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¶
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¶
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.