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ASphereShapeProjectile 클래스 참조

#include <DefaultProjectiles.h>

ASphereShapeProjectile에 대한 상속 다이어그램 :
Inheritance graph
ASphereShapeProjectile에 대한 협력 다이어그램:
Collaboration graph

Public 멤버 함수

 ASphereShapeProjectile ()
 
- ADamagedProjectile(으)로부터 상속된 Public 멤버 함수
void InitializeCombatHitPayload (FCombatHitPayload &&InCombatHitPayload)
 
void ApplyCombatHitPayloadToActors (const TArray< AActor * > &TargetActors, const FVector &ImpactOrigin) const
 
- AProjectileBase(으)로부터 상속된 Public 멤버 함수
 AProjectileBase ()
 
virtual void ForceEarlyFinish (const AActor *Terminator, const EProjectileFinishReason FinishReason)
 
virtual void OnLaunched (AActor *LauncherOwner, const FVector &InStart, const FVector &InDirectionOrTarget)
 
bool OverridePendingLaunchPath (const FVector &InStart, const FVector &InDirectionOrTarget)
 
void SetMeshWorldRotation (const FRotator &WorldRotation)
 
virtual void OnFinished (const FVector TerminatedPosition, const AActor *Terminator, EProjectileFinishReason FinishReason)
 
virtual void OnCollided (const AActor *HitTarget, const FHitResult &Hit)
 
virtual void OnInFlight (const float DeltaTime)
 
virtual void Tick (float DeltaSeconds) override
 
FORCEINLINE EProjectileState GetProjectileState () const
 
FORCEINLINE float GetElapsedTimeSinceLaunch () const
 
FORCEINLINE float GetFinishTime () const
 
FORCEINLINE UProjectilePilotComponent * GetProjectilePilotComponent () const
 
FORCEINLINE AActor * GetShootOwner () const
 
FORCEINLINE bool IsLaunched () const
 
FORCEINLINE bool ShootOwnerIsValid () const
 
- IObjectPoolingInterface(으)로부터 상속된 Public 멤버 함수
void OnSpawnFromPool ()
 
void OnReturnToPool ()
 

Protected 속성

TObjectPtr< USphereComponent > SphereComponent
 
- AProjectileBase(으)로부터 상속된 Protected 속성
float DeactivationDelay = 0.0f
 
TObjectPtr< ULevelSequence > DeactivationSequencer
 
TObjectPtr< UProjectilePilotComponent > ProjectilePilotComponent
 
TObjectPtr< UStaticMeshComponent > MeshComponent
 
EProjectileMeshRotationMode MeshRotationMode = EProjectileMeshRotationMode::FaceVelocity
 
FRotator MeshRotationRate = FRotator::ZeroRotator
 
bool bCollideWithPawn = false
 
TObjectPtr< AActor > ShootOwner
 

추가로 상속된 멤버들

- AProjectileBase(으)로부터 상속된 Public 속성
EProjectileDeactivationOption DeactivationOption = EProjectileDeactivationOption::Immediate
 
FProjectileLaunchedDelegate OnProjectileLaunchedDelegate
 
FProjectileFinishedDelegate OnProjectileFinishedDelegate
 
FProjectileCollidedDelegate OnProjectileCollidedDelegate
 
FProjectileDeactivatedDelegate OnProjectileDeactivatedDelegate
 
- ADamagedProjectile(으)로부터 상속된 Protected 멤버 함수
virtual void OnSpawnFromPool_Implementation () override
 
virtual void OnReturnToPool_Implementation () override
 
FORCEINLINE AActor * GetCombatHitSourceActor () const
 
- AProjectileBase(으)로부터 상속된 Protected 멤버 함수
virtual void BeginPlay () override
 
void ApplyPawnCollisionResponse () const
 
virtual FTransform GetCollisionParticleTransform (const AActor *OtherActor, const FHitResult &Hit) const
 

생성자 & 소멸자 문서화

◆ ASphereShapeProjectile()

ASphereShapeProjectile::ASphereShapeProjectile ( )
inline
41 {
42 SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
43 RootComponent = SphereComponent;
44 MeshComponent->SetupAttachment(SphereComponent);
45 }
TObjectPtr< UStaticMeshComponent > MeshComponent
Definition ProjectileBase.h:199
TObjectPtr< USphereComponent > SphereComponent
Definition DefaultProjectiles.h:49

멤버 데이터 문서화

◆ SphereComponent

TObjectPtr<USphereComponent> ASphereShapeProjectile::SphereComponent
protected

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