Payback 0.0.1
CK Graduation Project
로딩중...
검색중...
일치하는것 없음
AWeaponProjectile 멤버 목록

다음에 대한 모든 멤버의 목록입니다 : AWeaponProjectile (모든 상속된 멤버들도 포함합니다.)

ABoxShapeProjectile()ABoxShapeProjectileinline
ApplyCombatHitPayloadToActors(const TArray< AActor * > &TargetActors, const FVector &ImpactOrigin) constADamagedProjectile
ApplyPawnCollisionResponse() constAProjectileBaseprotected
AProjectileBase()AProjectileBase
AWeaponProjectile()AWeaponProjectile
bCollideWithPawnAProjectileBaseprotected
BeginPlay() overrideAProjectileBaseprotectedvirtual
bHasPendingLaunchPathAProjectileBaseprivate
BoxComponentABoxShapeProjectileprotected
CombatHitPayloadADamagedProjectileprivate
CurrentProjectileStateAProjectileBaseprivate
DeactivationDelayAProjectileBaseprotected
DeactivationOptionAProjectileBase
DeactivationSequencerAProjectileBaseprotected
DeactivationTimerHandleAProjectileBaseprivate
FinalizeProjectileState(const FVector ImpactPoint, const AActor *Terminator, EProjectileFinishReason FinishReason)AProjectileBaseprivate
FinishTimeAProjectileBaseprivate
ForceEarlyFinish(const AActor *Terminator, const EProjectileFinishReason FinishReason)AProjectileBasevirtual
GetCollisionParticleTransform(const AActor *OtherActor, const FHitResult &Hit) constAProjectileBaseinlineprotectedvirtual
GetCombatHitSourceActor() constADamagedProjectileinlineprotected
GetElapsedTimeSinceLaunch() constAProjectileBaseinline
GetFinishTime() constAProjectileBaseinline
GetProjectilePilotComponent() constAProjectileBaseinline
GetProjectileState() constAProjectileBaseinline
GetShootOwner() constAProjectileBaseinline
GetSpawnedTargetableWeapon()AWeaponProjectileinline
InitializeCombatHitPayload(FCombatHitPayload &&InCombatHitPayload)ADamagedProjectile
InitialMeshRotationAProjectileBaseprivate
Interact(AActor *Caller) overrideAWeaponProjectilevirtual
IsLaunched() constAProjectileBaseinline
IsWeaponSpawned()AWeaponProjectileinline
LaunchTimeAProjectileBaseprivate
MeshComponentAProjectileBaseprotected
MeshRotationModeAProjectileBaseprotected
MeshRotationRateAProjectileBaseprotected
OnBeginInteraction(const AActor *Caller)IInteractableInterfaceprotectedvirtual
OnCollided(const AActor *HitTarget, const FHitResult &Hit) overrideAWeaponProjectilevirtual
OnDeactivationProcessingFinished()AProjectileBaseprivate
OnEndInteraction(const AActor *Caller)IInteractableInterfaceprotectedvirtual
OnExplosionEffectFinished(UNiagaraComponent *NiagaraComponent)AProjectileBaseprivate
OnFinished(const FVector TerminatedPosition, const AActor *Terminator, EProjectileFinishReason FinishReason)AProjectileBaseinlinevirtual
OnInFlight(const float DeltaTime)AProjectileBaseinlinevirtual
OnLaunched(AActor *LauncherOwner, const FVector &InStart, const FVector &InDirectionOrTarget)AProjectileBasevirtual
OnProcessCollision(AActor *SelfActor, AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit)AProjectileBaseprivate
OnProjectileCollidedDelegateAProjectileBase
OnProjectileDeactivatedDelegateAProjectileBase
OnProjectileFinishedDelegateAProjectileBase
OnProjectileLaunchedDelegateAProjectileBase
OnReturnToPool()IObjectPoolingInterface
OnReturnToPool_Implementation() overrideAWeaponProjectileprotectedvirtual
OnSpawnFromPool()IObjectPoolingInterface
OnSpawnFromPool_Implementation() overrideAWeaponProjectileprotectedvirtual
OverridePendingLaunchPath(const FVector &InStart, const FVector &InDirectionOrTarget)AProjectileBase
PendingLaunchDirectionOrTargetAProjectileBaseprivate
PendingLaunchStartAProjectileBaseprivate
ProjectilePilotComponentAProjectileBaseprotected
ResetMeshRotation()AProjectileBaseprivate
SetMeshWorldRotation(const FRotator &WorldRotation)AProjectileBase
ShootOwnerAProjectileBaseprotected
ShootOwnerIsValid() constAProjectileBaseinline
SpawnedTargetableWeaponAWeaponProjectileprivate
TargetableWeaponClassToSpawnAWeaponProjectileprotected
TargetableWeaponSpawnRotationAWeaponProjectileprotected
Tick(float DeltaSeconds) overrideAProjectileBasevirtual
UpdateProjectileRotation(float DeltaTime)AProjectileBaseprivate