Payback 0.0.1
CK Graduation Project
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UPlayerManagementSubsystem 멤버 목록

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

ActivePlayerDeathFlowDefinitionUPlayerManagementSubsystemprivate
ActivePlayerSpawnFlowDefinitionUPlayerManagementSubsystemprivate
AddUILayerInputBlockTag(UAbilitySystemComponent *AbilitySystemComponent, FGameplayTag Tag, bool &bAppliedFlag)UPlayerManagementSubsystemprivate
ApplyUILayerInputBlockOptions(bool bBlockPlayerMovement, bool bBlockPlayerInput)UPlayerManagementSubsystem
ApplyWeapon(const FGameplayTag &NewWeaponTag, bool bActivateSwapInSkill)UPlayerManagementSubsystemprivate
bAppliedUILayerInputBlockUPlayerManagementSubsystemprivate
bAppliedUILayerMovementBlockUPlayerManagementSubsystemprivate
bFrozenUPlayerManagementSubsystemprivate
bHasCachedCheckPointUPlayerManagementSubsystemprivate
bHasCachedSpawnFlowGravityScaleUPlayerManagementSubsystemprivate
BindControllerDelegates(APlayerController *PlayerController)UPlayerManagementSubsystemprivate
BoundPCUPlayerManagementSubsystemprivate
bShouldBlockUILayerInputUPlayerManagementSubsystemprivate
bShouldBlockUILayerMovementUPlayerManagementSubsystemprivate
CacheCheckPoint(ACheckPoint *CheckPoint)UPlayerManagementSubsystem
CachedCheckPointUPlayerManagementSubsystemprivate
CachedCheckPointTransformUPlayerManagementSubsystemprivate
CachedRollbackPointIDUPlayerManagementSubsystemprivate
CachedSpawnFlowGravityScaleUPlayerManagementSubsystemprivate
CacheLastStageEventID(const FName StageEventID)UPlayerManagementSubsystem
ChangeTargetingActor(ITargetableInterface *TargetableActor)UPlayerManagementSubsystemvirtual
CurrentWeaponTagUPlayerManagementSubsystemprivate
Deinitialize() overrideUPlayerManagementSubsystemvirtual
EquipWeapon(const FGameplayTag &NewWeaponTag)UPlayerManagementSubsystem
FindSpawnedWeapon(const FGameplayTag &WeaponTag)UPlayerManagementSubsystem
FreezePlayer()UPlayerManagementSubsystem
GetCurrentWeaponTag() constUPlayerManagementSubsysteminline
GetPlayer() constUPlayerManagementSubsysteminline
GetPlayerState() constUPlayerManagementSubsysteminline
GetPreviousWeaponTag() constUPlayerManagementSubsysteminline
GetWeaponTagToSwitchTo() constUPlayerManagementSubsysteminline
HandlePlayerDeath(AActor *PlayerActor)UPlayerManagementSubsystem
HandlePlayerSpawn(AActor *PlayerActor, const FPrimaryAssetId &LevelAssetID, const UObject *LevelContextObject)UPlayerManagementSubsystem
HandlePlayerSpawn(AActor *PlayerActor, const UObject *LevelContextObject=nullptr)UPlayerManagementSubsystem
HandlePossessedPawnChanged(APawn *OldPawn, APawn *NewPawn)UPlayerManagementSubsystemprivate
Initialize(FSubsystemCollectionBase &Collection) overrideUPlayerManagementSubsystemvirtual
LastStageEventIDBeforeDeathUPlayerManagementSubsystemprivate
OnLevelLoaded(ULevel *NewLevel, const ULevelStreamingData *LevelStreamingData) overrideUPlayerManagementSubsysteminlinevirtual
OnLevelStreamingEnded() overrideUPlayerManagementSubsystemvirtual
OnLevelStreamingStarted() overrideUPlayerManagementSubsystemvirtual
OnLevelUnloaded() overrideUPlayerManagementSubsysteminlinevirtual
OnPlayerWeaponChanged(FGameplayTag PrevWeaponTag, FGameplayTag NewWeaponTag)UPlayerManagementSubsystemprivate
PlayerControllerChanged(APlayerController *NewPlayerController) overrideUPlayerManagementSubsystemvirtual
PreviousWeaponTagUPlayerManagementSubsystemprivate
RefreshUILayerInputBlockTags()UPlayerManagementSubsystemprivate
RegisterSpawnedWeapon(ATargetableWeapon *SpawnedWeapon)UPlayerManagementSubsystem
RemoveUILayerInputBlockTag(FGameplayTag Tag, bool &bAppliedFlag)UPlayerManagementSubsystemprivate
ResolveCurrentLevelRule(const UObject *LevelContextObject=nullptr) constUPlayerManagementSubsystemprivate
ResolveCurrentLevelRule(const FPrimaryAssetId &LevelAssetID, const UObject *LevelContextObject) constUPlayerManagementSubsystemprivate
ResolveOwningAbilitySystemComponent() constUPlayerManagementSubsystemprivate
ResolveOwningCharacter() constUPlayerManagementSubsystemprivate
ResolveOwningPlayer() constUPlayerManagementSubsystemprivate
RespawnPlayer()UPlayerManagementSubsystem
SavedCapsuleCollisionUPlayerManagementSubsystemprivate
SpawnedWeaponMapUPlayerManagementSubsystemprivate
StreamingSubsystemUPlayerManagementSubsystemprivate
SwapWeapon(const FGameplayTag &NewWeaponTag)UPlayerManagementSubsystem
UILayerBlockASCUPlayerManagementSubsystemprivate
UnbindControllerDelegates(APlayerController *PlayerController)UPlayerManagementSubsystemprivate
UnfreezePlayer()UPlayerManagementSubsystem
UnregisterSpawnedWeapon(const FGameplayTag &WeaponTag, const ATargetableWeapon *SpawnedWeapon=nullptr)UPlayerManagementSubsystem
UpdateEquippedWeapon(const FGameplayTag &NewWeaponTag)UPlayerManagementSubsystemprivate
WeaponChangedDelegateUPlayerManagementSubsystem