Payback 0.0.1
CK Graduation Project
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UEnemySpawnDirectorSystemComponent 멤버 목록

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

ActivateSpawners(const FWaveSpawnData &SpawnTables)UEnemySpawnDirectorSystemComponent
ActiveSpawnJobsUEnemySpawnDirectorSystemComponentprivate
AdvanceSpawnJob(FActiveEnemySpawnJob &SpawnJob, const float DeltaTime)UEnemySpawnDirectorSystemComponentprivate
bIsActivatedUEnemySpawnDirectorSystemComponentprivate
ClearAll(const bool bClearSpawnedActors=true) overrideUEnemySpawnDirectorSystemComponentvirtual
ClearRegisteredSpawners()UEnemySpawnDirectorSystemComponent
CollectSpawnedTargetables(TArray< ITargetableInterface * > &OutTargetables) const overrideUEnemySpawnDirectorSystemComponentvirtual
CurrentWaveDataUEnemySpawnDirectorSystemComponentprivate
DeactivateAllSpawners()UEnemySpawnDirectorSystemComponent
ExternalSpawnedEnemiesUEnemySpawnDirectorSystemComponentprivate
GetAllSpawnedEnemies() constUEnemySpawnDirectorSystemComponentinline
GetAllSpawners()UEnemySpawnDirectorSystemComponent
GetSpawners(ESpawnAreaID SpawnerID)UEnemySpawnDirectorSystemComponent
GetSpawnRemainingCount() constUEnemySpawnDirectorSystemComponentinline
Initialize(UStageManagementSubsystem *StageManagementSubsystem) overrideUEnemySpawnDirectorSystemComponentvirtual
InitializeStandalone()UEnemySpawnDirectorSystemComponent
IsActivated() constUEnemySpawnDirectorSystemComponentinline
MonsterDictionaryUEnemySpawnDirectorSystemComponentprivate
OnEnemyKilledUEnemySpawnDirectorSystemComponent
OnEnemySpawnedUEnemySpawnDirectorSystemComponent
OnReadyToSpawn(const FWaveDataCollection &WaveData)UEnemySpawnDirectorSystemComponent
OnSpawnedEnemyKilled(AEnemyCharacterBase *DiedEnemy)UEnemySpawnDirectorSystemComponentprivate
RegisterSpawner(ESpawnAreaID AreaID, UEnemySpawnerComponent *Spawner)UEnemySpawnDirectorSystemComponent
ResolveEnemyClass(const FName EnemyID) constUEnemySpawnDirectorSystemComponentprivate
ResolveSpawnPatternClass(const FName SpawnPatternID) constUEnemySpawnDirectorSystemComponentprivate
SpawnedEnemiesUEnemySpawnDirectorSystemComponentprivate
SpawnEnemy(TSubclassOf< AEnemyCharacterBase > EnemyClass, const int32 EnemyCount=1, const FVector SpawnPosition=FVector::ZeroVector)UEnemySpawnDirectorSystemComponent
SpawnEnemyAt(const TSubclassOf< AEnemyCharacterBase > EnemyClass, const FVector &Location)UEnemySpawnDirectorSystemComponentprivate
SpawnerMapUEnemySpawnDirectorSystemComponentprivate
SpawnPatternDictionaryUEnemySpawnDirectorSystemComponentprivate
SpawnRemainingCountUEnemySpawnDirectorSystemComponentprivate
TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) overrideUEnemySpawnDirectorSystemComponentvirtual
UEnemySpawnDirectorSystemComponent()UEnemySpawnDirectorSystemComponent
UnregisterSpawner(ESpawnAreaID AreaID, UEnemySpawnerComponent *Spawner)UEnemySpawnDirectorSystemComponent