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Payback 0.0.1
CK Graduation Project
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#include <WeaponProjectile.h>


Public 멤버 함수 | |
| AWeaponProjectile () | |
| virtual void | OnCollided (const AActor *HitTarget, const FHitResult &Hit) override |
| virtual UInteractionChannel * | Interact (AActor *Caller) override |
| FORCEINLINE bool | IsWeaponSpawned () |
| FORCEINLINE ATargetableWeapon * | GetSpawnedTargetableWeapon () |
ABoxShapeProjectile(으)로부터 상속된 Public 멤버 함수 | |
| ABoxShapeProjectile () | |
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 | 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 멤버 함수 | |
| virtual void | OnSpawnFromPool_Implementation () override |
| virtual void | OnReturnToPool_Implementation () override |
ADamagedProjectile(으)로부터 상속된 Protected 멤버 함수 | |
| 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 |
IInteractableInterface(으)로부터 상속된 Protected 멤버 함수 | |
| virtual void | OnBeginInteraction (const AActor *Caller) |
| virtual void | OnEndInteraction (const AActor *Caller) |
Protected 속성 | |
| FVector | TargetableWeaponSpawnRotation = FVector::ZeroVector |
| TSubclassOf< ATargetableWeapon > | TargetableWeaponClassToSpawn |
ABoxShapeProjectile(으)로부터 상속된 Protected 속성 | |
| TObjectPtr< UBoxComponent > | BoxComponent |
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 |
Private 속성 | |
| TObjectPtr< ATargetableWeapon > | SpawnedTargetableWeapon |
추가로 상속된 멤버들 | |
AProjectileBase(으)로부터 상속된 Public 속성 | |
| EProjectileDeactivationOption | DeactivationOption = EProjectileDeactivationOption::Immediate |
| FProjectileLaunchedDelegate | OnProjectileLaunchedDelegate |
| FProjectileFinishedDelegate | OnProjectileFinishedDelegate |
| FProjectileCollidedDelegate | OnProjectileCollidedDelegate |
| FProjectileDeactivatedDelegate | OnProjectileDeactivatedDelegate |
| AWeaponProjectile::AWeaponProjectile | ( | ) |

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inline |

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overridevirtual |
IInteractableInterface(으)로부터 재구현되었습니다.

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inline |
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overridevirtual |
AProjectileBase(으)로부터 재구현되었습니다.

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overrideprotectedvirtual |
ADamagedProjectile(으)로부터 재구현되었습니다.
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overrideprotectedvirtual |
ADamagedProjectile(으)로부터 재구현되었습니다.

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private |
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protected |
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protected |