UAndromedaCarryComponent¶
Kind: class
Source: Source/Andromeda/Player/AndromedaCarryComponent.h
Base classes: USceneComponent
Details¶
Player-owned component that tracks the held actor and routes pickup/release through carry capabilities.
Protected Properties¶
| Member | Type | Summary |
|---|---|---|
HeldActor |
TObjectPtr< AActor > |
Transient carried AActor implementing IAndromedaCarryableInterface. |
HeldItemRelativeLocation |
FVector |
Relative offset applied when attaching an object to the carry component. |
HeldItemRelativeRotation |
FRotator |
Relative rotation applied when attaching an object to the carry component. |
Public Methods¶
| Member | Type | Summary |
|---|---|---|
UAndromedaCarryComponent |
function |
Disables ticking because carrying changes only on explicit pickup and placement commands. |
GetHeldActor |
AActor * |
Returns the actor currently attached to the carry component. |
IsCarryingItem |
bool |
Returns whether a held actor is currently assigned. |
CanPickUpTarget |
bool |
Validates whether a focused actor can enter carried state for the supplied pawn. |
TryPickUpTarget |
bool |
Attempts to carry a focused actor. |
TryPlaceHeldItemAtTransform |
bool |
Releases the held actor at a world transform and clears carry state. |
Members¶
HeldActor¶
Transient carried AActor implementing IAndromedaCarryableInterface.
HeldItemRelativeLocation¶
Relative offset applied when attaching an object to the carry component.
HeldItemRelativeRotation¶
Relative rotation applied when attaching an object to the carry component.
UAndromedaCarryComponent¶
Disables ticking because carrying changes only on explicit pickup and placement commands.
GetHeldActor¶
Returns the actor currently attached to the carry component.
Returns:
Held AActor implementing IAndromedaCarryableInterface, or nullptr when nothing is carried.
IsCarryingItem¶
Returns whether a held actor is currently assigned.
This is the semantic guard for GetHeldActor returning non-null. Keep this method tied directly to the HeldActor state; subclasses should not hide it with different behaviour.
Returns:
True when HeldActor is non-null.
CanPickUpTarget¶
Validates whether a focused actor can enter carried state for the supplied pawn.
The target must be an actor implementing IAndromedaCarryableInterface and pass CanBeCarried.
Parameters:
| Name | Type | Description |
|---|---|---|
PickupTarget |
UObject * |
Focused object that may be carried. |
CarryingPawn |
APawn * |
Pawn requesting the pickup. |
Returns:
True when TryPickUpTarget may carry the target actor.
TryPickUpTarget¶
Attempts to carry a focused actor.
Parameters:
| Name | Type | Description |
|---|---|---|
PickupTarget |
UObject * |
Focused object that may be carried. |
CarryingPawn |
APawn * |
Pawn requesting the pickup. |
Returns:
True when the carryable actor was accepted and attached.
TryPlaceHeldItemAtTransform¶
Releases the held actor at a world transform and clears carry state.
Returns false when no valid carryable actor is held. On success, HeldActor is cleared before SetReleasedPhysicalState is called on the released object.
Parameters:
| Name | Type | Description |
|---|---|---|
TargetTransform |
const FTransform & |
World transform where the item should be released. |
Returns:
True when a held actor was released.