AAndromedaStation¶
Kind: class
Source: Source/Andromeda/Station/AndromedaStation.h
Base classes: AActor
Details¶
Station actor that owns scan memory and pawn access tracking for recall and placement context.
Protected Properties¶
| Member | Type | Summary |
|---|---|---|
RootSceneComponent |
TObjectPtr< USceneComponent > |
Simple scene root for station-level transforms. |
StationDatabankComponent |
TObjectPtr< UAndromedaStationDatabankComponent > |
Owns scan record storage for this station. |
StationAccessComponent |
TObjectPtr< USphereComponent > |
Query-only sphere defining station access for pawns and placement bounds. |
PawnsInStationAccess |
TSet< TObjectPtr< APawn > > |
Pawns currently overlapping the station access volume at actor level. |
Public Methods¶
| Member | Type | Summary |
|---|---|---|
AAndromedaStation |
function |
Creates root, databank, and station access sphere components. |
GetStationDatabankComponent |
UAndromedaStationDatabankComponent * |
Returns the station databank component. |
IsPawnInStationAccess |
bool |
Returns whether a pawn has an active station access overlap count. |
IsWorldLocationInStationAccess |
bool |
Returns whether a world location is inside the native station access sphere. |
RefreshPawnStationAccess |
void |
Rechecks current overlap state and broadcasts enter or exit changes when needed. |
Protected Methods¶
| Member | Type | Summary |
|---|---|---|
BeginPlay |
void |
Registers with station events and binds station access overlap delegates. |
EndPlay |
void |
Announces active exits, unregisters from station events, and clears access state. |
BindStationAccessComponent |
void |
Adds overlap handlers and seeds access state from pawns already overlapping the sphere. |
UnbindStationAccessComponent |
void |
Removes handlers and resets access state. |
BroadcastActivePawnExitEvents |
void |
Broadcasts exit events for pawns still tracked when this station leaves play. |
HandleStationAccessBeginOverlap |
void |
Refreshes actor-level pawn access after a station access begin-overlap event. |
HandleStationAccessEndOverlap |
void |
Refreshes actor-level pawn access after a station access end-overlap event. |
Members¶
RootSceneComponent¶
Simple scene root for station-level transforms.
StationDatabankComponent¶
Owns scan record storage for this station.
StationAccessComponent¶
Query-only sphere defining station access for pawns and placement bounds.
PawnsInStationAccess¶
Pawns currently overlapping the station access volume at actor level.
AAndromedaStation¶
Creates root, databank, and station access sphere components.
GetStationDatabankComponent¶
Returns the station databank component.
Returns:
Databank component owned by this station.
IsPawnInStationAccess¶
Returns whether a pawn has an active station access overlap count.
Parameters:
| Name | Type | Description |
|---|---|---|
Pawn |
APawn * |
Pawn to query. |
Returns:
True when Pawn is currently inside station access.
IsWorldLocationInStationAccess¶
Returns whether a world location is inside the native station access sphere.
Placement mode uses this as the station-access boundary for freeform placement.
Parameters:
| Name | Type | Description |
|---|---|---|
WorldLocation |
const FVector & |
Location to test. |
Returns:
True when WorldLocation is inside station access.
RefreshPawnStationAccess¶
Rechecks current overlap state and broadcasts enter or exit changes when needed.
This is used by late subscribers such as the HUD so existing overlaps are reflected without waiting for a new overlap event.
Parameters:
| Name | Type | Description |
|---|---|---|
Pawn |
APawn * |
Pawn whose access state should be refreshed. |
BeginPlay¶
Registers with station events and binds station access overlap delegates.
EndPlay¶
Announces active exits, unregisters from station events, and clears access state.
Parameters:
| Name | Type | Description |
|---|---|---|
EndPlayReason |
const EEndPlayReason::Type |
BindStationAccessComponent¶
Adds overlap handlers and seeds access state from pawns already overlapping the sphere.
UnbindStationAccessComponent¶
Removes handlers and resets access state.
BroadcastActivePawnExitEvents¶
Broadcasts exit events for pawns still tracked when this station leaves play.
HandleStationAccessBeginOverlap¶
void AAndromedaStation::HandleStationAccessBeginOverlap(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
Refreshes actor-level pawn access after a station access begin-overlap event.
Parameters:
| Name | Type | Description |
|---|---|---|
OverlappedComponent |
UPrimitiveComponent * |
Station access component that received the overlap. |
OtherActor |
AActor * |
Actor entering access; only APawn actors are tracked. |
OtherComp |
UPrimitiveComponent * |
Other actor component involved in the overlap. |
OtherBodyIndex |
int32 |
Other component body index. |
bFromSweep |
bool |
Whether the overlap came from a sweep. |
SweepResult |
const FHitResult & |
Sweep hit data. |
HandleStationAccessEndOverlap¶
void AAndromedaStation::HandleStationAccessEndOverlap(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)
Refreshes actor-level pawn access after a station access end-overlap event.
Parameters:
| Name | Type | Description |
|---|---|---|
OverlappedComponent |
UPrimitiveComponent * |
Station access component that ended the overlap. |
OtherActor |
AActor * |
Actor leaving access; only tracked APawn actors are processed. |
OtherComp |
UPrimitiveComponent * |
Other actor component involved in the overlap. |
OtherBodyIndex |
int32 |
Other component body index. |