#include <CharacterControlData.h>
◆ AttackAction
| TObjectPtr<UInputAction> FPlayerExtendedData::AttackAction |
◆ Cam_LockOnAction
| TObjectPtr<UInputAction> FPlayerExtendedData::Cam_LockOnAction |
◆ Cam_RotationAction
| TObjectPtr<UInputAction> FPlayerExtendedData::Cam_RotationAction |
◆ Cam_WheelAction
| TObjectPtr<UInputAction> FPlayerExtendedData::Cam_WheelAction |
◆ DamageTakenEffectClass
| TSubclassOf<UGameplayEffect> FPlayerExtendedData::DamageTakenEffectClass |
◆ DashAction
| TObjectPtr<UInputAction> FPlayerExtendedData::DashAction |
◆ DefaultMappingContext
| TObjectPtr<UInputMappingContext> FPlayerExtendedData::DefaultMappingContext |
◆ DefaultWeaponTag
| FGameplayTag FPlayerExtendedData::DefaultWeaponTag |
◆ HitToKnockDownThreshold
| int32 FPlayerExtendedData::HitToKnockDownThreshold = 5 |
◆ HitToKnockDownWindow
| float FPlayerExtendedData::HitToKnockDownWindow = 5.0f |
◆ MoveAction
| TObjectPtr<UInputAction> FPlayerExtendedData::MoveAction |
◆ StartInputAbilities
| TMap<FGameplayTag, TSubclassOf<UGameplayAbility> > FPlayerExtendedData::StartInputAbilities |
◆ WarpStrikeAction
| TObjectPtr<UInputAction> FPlayerExtendedData::WarpStrikeAction |
◆ Weapon_SkillAction
| TObjectPtr<UInputAction> FPlayerExtendedData::Weapon_SkillAction |
◆ WeaponRequestSkillAction
| TObjectPtr<UInputAction> FPlayerExtendedData::WeaponRequestSkillAction |
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