This entity is UNUSED because of Ultimate Dynamic Sky plugin introduced to the project. It has itself replication between clients and comes with out of the box real-world time replication and necessary functions and properties. ARealworldTimeSync Class Documentation Inheritance: AActor → ARealworldTimeSync Overview...
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ASourceLadder Entity Class Overview Ladder which works like in Source Engine games especially in Half Life 2. It contains StartPoint and EndPoint. These are bounds in which player can move up and down and no more. Also can be placed component named InfoLadderDismount which indicates a place when player should exit...
BrushButtonComponent The BrushButtonComponent is a customizable button component for interactive gameplay. It allows designers to set up buttons with locking, unlocking, pressing, and resetting capabilities based on various conditions. It is applied for StaticMesh actor for example model created in Unreal Engine...
BrushMovingButtonComponent The BrushMovingButtonComponent is an extended version of the BrushButtonComponent, adding functionality for the button to move between positions when pressed and return after a delay. It includes properties to configure movement speed, distance, direction, and events specific to its motion....
BrushDoorComponent The BrushDoorComponent is a component for creating interactive, movable doors with open/close functionality, customizable movement properties, and sound cues. Component Properties Primary Properties bLocked Controls if the door is locked. When true, the door cannot be opened or closed by...
Ladder based on GoldSrc Half-Life game. Size is automatically fit to Static Mesh when component is added. Should be only used with primitive geometry Component properties Ladder type ELadderType ENUM - Determines which footstep sound is playing while moving on ladder Available: LADDER_DEFAULT = 0 LADDER_WOOD = 1...
HUD KillFeed.StayTime (float) - How much time killfeed item on HUD will stay in, provided in seconds cl_HUD_StaminaOutDelay (float) - Time after stamina bar should disappear while in-active. Debug cl_DisplayMovementInfo (int32) - Display movement info such as: Actual Movement Speed cl_DisplayStaminaInfo (int32) -...
Actor which have this component applied will use name provided in FString CustomName This name will be displayed for example in killfeed or NPC Info Box Blueprint Functions: Blueprint Pure - GetCustomName() - returns CustomName variable