NPC Logics
The logic pertaining to the initialization, behaviors, and maintenance of NPC characters (pinatas, helpers, etc.)
APooledCharacter
APooledCharacter is mainly responsible for handling the pooling logic for the characters that use...
Important Variables to Know
This isn't all of the variables that are present but are some that are very important to the APoo...
void Initialise(int64 characterSoul, int32 DefinitionDataID, EVE_ObjectType NPCType)
Initialise is a Blueprint Native function that can be called and defined by blueprint children. A...
void SetUsed(bool bUsed)
SetUsed tells the APooledCharacter instance whether or not it is being used. If the instance is p...
void BeginUsed() and void EndUsed()
BeginUsed() registers the APooledCharacter instance to all subsystems that need to know what obje...
void ClearDataInBP()
ClearDataInBP() is a Blueprint Implementable Event that clears all data that the pooled APooledCh...
void SaveData() and TInstancedStruct<FNPCSoul> MakeDataForManagerSubsystem()
SaveData() is an interface function from the ISaveable interface. It is used by the SavingSubsyst...