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Transition that handles starting ziplining based on input. Character must be airborne to catch the zipline, regardless of input.
| Name | UZiplineStartTransition |
| Type | class |
| Header File | /Engine/Plugins/Experimental/MoverExamples/Source/MoverExamples/Public/CharacterVariants/Ziplining/ZipliningTransitions.h |
| Include Path | #include "CharacterVariants/Ziplining/ZipliningTransitions.h" |
Syntax
UCLASS (Blueprintable, BlueprintType)
class UZiplineStartTransition : public UBaseMovementModeTransition
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBaseMovementModeTransition → UZiplineStartTransition
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UZiplineStartTransition
(
const FObjectInitializer& ObjectInitializer |
CharacterVariants/Ziplining/ZipliningTransitions.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ZipliningModeName | FName | CharacterVariants/Ziplining/ZipliningTransitions.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FTransitionEvalResult Evaluate_Implementation
(
const FSimulationTickParams& Params |
CharacterVariants/Ziplining/ZipliningTransitions.h |