Class EBehaviour<T>
EBehaviour is a versatile component designed to enhance the functionality of playable characters.
It can be easily integrated with various types of playable characters, making it a valuable tool for user-defined playable character behaviours.
public abstract class EBehaviour<T> : EActor, IEntity, IWorldSpace, IPosition, IRotation where T : Player
Type Parameters
T
The type of user-defined playable character object.
- Inheritance
-
EBehaviour<T>
- Implements
- Inherited Members
- Extension Methods
Properties
Owner
Gets the owner of the EBehaviour.
protected virtual T Owner { get; }
Property Value
- T
Methods
BehaviourUpdate()
Ran every tick.
Code affecting the EBehaviour's base implementation should be placed here.
protected virtual void BehaviourUpdate()
OnEndPlay()
Fired before the current EActor instance is destroyed.
protected override void OnEndPlay()
PostInitialize()
Fired after the EActor instance is created.
protected override void PostInitialize()
Tick()
Fired every tick.
protected override void Tick()