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FB2DrivableVehicleComponent

Overview

  • Component that manages drivable-vehicle state.

Metadata

FieldValue
Kindcomponent
EnvironmentB2 - Simulation
Categorycomponents
ExtendsFB2Component
Requirerequire('Components.B2DrivableVehicleComponent')

Properties (7)

NameTypeDescription
LastTowingCheckTimeinteger
NumberOfPassengersinteger
PassengerMaptable<EB1VehicleSeat, FB1EntityId>
PendingExitPassengerIdListFB1EntityId[]
SeatLocationCacheMaptable<EB1VehicleSeat, FVector>
SeatSocketSlotNameMaptable<EB1VehicleSeat, string>
UnseatedPassengerMaptable<FB1EntityId, FB1UnseatedPassengerData>

Functions (32)

FunctionParametersReturnsDescription
CanShiftInPassenger: FB2Character, InTagetVehicleSeat: EB1VehicleSeat, InTargetObjectEntityId: FB1EntityIdbooleanReturns whether it can Shift.
FindEmptyVehicleSeat-EB1VehicleSeatFinds and returns Empty Vehicle Seat.
ForceRemoveVehicleSeatInEntityId: FB1EntityId-
GetAllPassengerId-FB1EntityId[]Returns All Passenger Id.
GetDriverId-FB1EntityIdReturns Driver Id.
GetGameObjectIdInPassengerId: FB1EntityIdFB1EntityIdReturns Game Object Id.
GetInInVehicleSeat: EB1VehicleSeat, InPassenger: FB2Character, InEntityId: FB1EntityIdbooleanReturns In.
GetInDuringRestoreInPassengerId: FB1EntityIdbooleanReturns In During Restore.
GetInteractionSlotLocationInVehicleSeat: EB1VehicleSeatFVectorReturns Interaction Slot Location.
GetMaxSeatNum-integerReturns Max Seat Num.
GetOccupyingEntityInObjectId: FB1EntityIdFB1EntityIdReturns Occupying Entity.
GetOutAll--Returns Out All.
GetPassengerIdInVehicleSeat: EB1VehicleSeatFB1EntityIdReturns Passenger Id.
GetPassengerMap-table<EB1VehicleSeat, FB1EntityId>Returns Passenger Map.
GetRemainVehicleSeatCount-integerReturns Remain Vehicle Seat Count.
GetSeatSlotLocationInVehicleSeat: EB1VehicleSeat, bLocalLocation: booleanFVectorReturns Seat Slot Location.
GetVehicleSeatByEntityIdInEntityId: FB1EntityIdEB1VehicleSeatReturns Vehicle Seat By Entity Id.
IsAnyCharacterInVehicle-booleanReturns whether Any Character In Vehicle.
IsPassengerEmpty-booleanReturns whether Passenger Empty.
IsUnseatedPassengerEmpty-booleanReturns whether Unseated Passenger Empty.
IsValidSeatInVehicleSeat: EB1VehicleSeatbooleanReturns whether Valid Seat.
IsWaitingForPassengerInVehicleSeat: EB1VehicleSeat, bIgnoreOwner: booleanbooleanReturns whether Waiting For Passenger.
IsWaitingForPassengerIgnoreOwnerInVehicleSeat: EB1VehicleSeatbooleanReturns whether Waiting For Passenger Ignore Owner.
PostGetInInVehicleSeat: EB1VehicleSeat, InPassenger: FB2Character, InEntityId: FB1EntityId, InSlotName: stringboolean
PostGetOutInPassengerId: FB1EntityId, bSuccess: boolean-
PostShiftInPassenger: FB2Character, InTagetVehicleSeat: EB1VehicleSeat, InTargetObjectEntityId: FB1EntityIdEB2PassengerShiftResult
RecallOwnerlessVehicle-boolean
RecallVehicleInToastMessageId: string-
RefreshMovableFlag--
RefreshTowingCheckTime--
RequestExitForAllPassengersInDriver: FB2Character-Requests Exit For All Passengers.
ShiftInPassenger: FB2Character, InTagetVehicleSeat: EB1VehicleSeat, InTargetObjectEntityId: FB1EntityId, InSlotName: stringEB2PassengerShiftResult

Override points (12)

Implement these in Lua as FB2DrivableVehicleComponent.Override_Name = function(...) end.

FunctionParametersReturnsDescription
Override_CanShiftInPassenger: FB2Character, InTagetVehicleSeat: EB1VehicleSeat, InTargetObjectEntityId: FB1EntityIdbooleanReturns whether it can Shift.
Override_FindEmptyVehicleSeat-EB1VehicleSeatFinds and returns Empty Vehicle Seat.
Override_ForceRemoveVehicleSeatInEntityId: FB1EntityId-
Override_PostGetInInVehicleSeat: EB1VehicleSeat, InPassenger: FB2Character, InEntityId: FB1EntityId, InSlotName: stringboolean
Override_PostGetOutInPassengerId: FB1EntityId, bSuccess: boolean-
Override_PostShiftInPassenger: FB2Character, InTagetVehicleSeat: EB1VehicleSeat, InTargetObjectEntityId: FB1EntityIdEB2PassengerShiftResult
Override_RecallOwnerlessVehicle-boolean
Override_RecallVehicleInToastMessageId: string-
Override_RefreshMovableFlag--
Override_RefreshTowingCheckTime--
Override_RequestExitForAllPassengersInDriver: FB2Character-Requests Exit For All Passengers.
Override_ShiftInPassenger: FB2Character, InTagetVehicleSeat: EB1VehicleSeat, InTargetObjectEntityId: FB1EntityId, InSlotName: stringEB2PassengerShiftResult