TD_Template Documentation
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Legend: All colors are matching their counterparts in Unreal. eg.: Red are boolean, grey are ENUM, wild bright green are float etc.
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BP_UniWeaponCharacter
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VariablesDescription
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AmmoType
Specifies the Currently selected Ammo Type
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Is Left Mouse Button Down?
Returns true if the left mouse button is pressed
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Is Right Mouse Button Down?
Returns true if the right mouse button is pressed
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Button Hold Down Time
Tells how many seconds have passed since the player has pressed the left or right mouse button
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Camera Forward Vector
It is a Calculated Camera Forward Vector, which updates on Tick.
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Clip Max Ammo
Maximum Amount of ammo a Clip can hold
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Clip Current Ammo
Current amount of ammo still in clip and barrel
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Clip Max Count
Maximum Amount of spare clips a player can have at any given time
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Clip Remaining Count
Remaining number of clips from the Maximum Amount
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Current Projectile Speed
Specifies the currently shot projectile's speed
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Line Trace Damage
Temporary variable to hold the current value of Damage. Used ONLY for weapons which use line trace as damage source (Bullets, Laserbeams, Pulse Rifles)
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Laser Beam Projectile
Variable reference for the laser beam to acces it's components later.
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Is First Shot Enemy?
It is a variable to check if we hit first the enemy
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Hit Actor by line trace
Reference for Hit Actor after the lin trace
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Pulse Projectile
Same goes for pulse projectiles, just like the laser beam
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Explosion Damage
Damage deal only for exploding projectiles
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Ammo Heat Amount
Heat amount which the ammo gives to the weapon
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Rate of fire
Specifies how frequent the projectiles will be shot
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Shoot Range
Specifies the maximum range a weapon's ammo can reach
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Is Able To Shoot?
Returns True if the player is able to shoot
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Clip Current Reload Progress
Uses a Value from 0 to 1. Only for visualization stuff
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Clip Reload Time
How much seconds the reload animation will last
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Secondary Charge Time
Amount of time to hold the secondary fire button, to charge up the weapon
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OverHeat Cooldown Time
The amount of time which the weapon cools down every X seconds. (Ammo shooting heats up the weapon)
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Rate Of Fire Percent
Rate of fire can be somewhat randomized. This value, when used, creates a random delay between shots. For example if the "Rate Of Fire Percent" is 50, and the "Rate of fire" is 1 second, that means, the weapon will shoot the projectiles randomly choosing a value from between 0.5 and 1.5 seconds. (If the weapon is selected to be Fully automatic)
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Shoot Pattern
Specifies the type of shooting, in this case, if the weapon shoots Straight or in a Pattern. Straight would be like a Sniper Rifle or a laser beam, while pattern is an AK-47.
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Is Automatic
Specifies if the weapon is Manual (Shoots only 1 projectile, even if the LMB is held down), Semi (Shoots 3 or specified number of projectiles only, until the LMB is released), Full (Fully automatic, shoots until the clip is empty, or the LMB is released)
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Semi Automatic Amount
Number of projectiles to shoot when choosing the SEMI type
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Is Reloading?
Returns true of the weapon is in Reloading state
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Cooldown Value
Amount of which the weapon is cooled every "OverHeat Cooldown Time" seconds
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Shoot Spread
Amount for the shot spread, where 0 is straight, while a larger number adds recoil and shoot pattern
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Secondary Charge Time Increase
Purely for visualizing the charging of the secondary charge
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Is Charged?
Returns True if the weapon is charged
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Cooled Down Weapon Value
The Current value of the ever cooling weapon
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Is Overheated?
Returns true of the weapon is overheated
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Overheat Duration
Wait X amount of seconds, before re-starting the cooling down of the weapon. While overheated, the player cannot shoot
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Current Selected Weapon
Specifies the number of the currently selected weapon
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Weapon's Ammo Type Struct
Structure to hold all weapons characteristics and ammo types
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Is Enemy?
Returns true if the targeted object is an enemy, false if it's friendly.
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Detected enemy's range
This is a MAP, which holds two types of variables. The first is an enemy actor reference, and the next is it's corresponding distance from the player. This is where we check which enemy is the closest to the player, and start attacking it
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Is TD Attacking?Is the player attacking?
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TargetEnemyEnemy target reference
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PlayerHPPlayerhealth points
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Is Game Over?Is it game over?
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Contact Damage
Damage number reference on enemy contact
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ProjectileSpeedReference for projectile speed
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Is Rotating?Is player rotating?
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Delta SecondsDelta seconds
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Projectile Transform
Reference for projectile transform
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Currency
In-game currency to upgrade weapons
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Highest Wave BeatenHighest wave beaten
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SaveGameSave game reference
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Upgrade Slot Name
Name of the save game slot for upgrades
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LVL_Spreadlevel number of weapon spread
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LVL_RateOfFire
level number of weapon rate of fire
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LVL_Damage
level number of weapon damage
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LVL_Heatlevel number of weapon heat
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LVL_ProjSpeed
level number of weapon proj speed
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Max Damage
Maximum amount of damage the player can upgrade it's weapons
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Max Projectile Speed
Maximum projectile speed a player can upgrade it's weapons
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