#include <WeaponBlackholeAction.h>
◆ FWeaponBlackholeActionContext() [1/2]
| FWeaponBlackholeActionContext::FWeaponBlackholeActionContext |
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default |
◆ FWeaponBlackholeActionContext() [2/2]
| FWeaponBlackholeActionContext::FWeaponBlackholeActionContext |
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AActor * |
InAvatar, |
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AProjectileBase * |
InProjectile, |
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const FVector & |
InImpactPoint, |
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const float |
InSpawnAltitude |
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inline |
TObjectPtr< AActor > Avatar
Definition WeaponBlackholeAction.h:46
float SpawnAltitude
Definition WeaponBlackholeAction.h:55
TObjectPtr< AProjectileBase > Projectile
Definition WeaponBlackholeAction.h:49
FVector ImpactPoint
Definition WeaponBlackholeAction.h:52
◆ GetAvatar()
| FORCEINLINE AActor * FWeaponBlackholeActionContext::GetAvatar |
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const |
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inline |
◆ GetImpactPoint()
| FORCEINLINE const FVector & FWeaponBlackholeActionContext::GetImpactPoint |
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const |
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inline |
◆ GetProjectile()
| FORCEINLINE AProjectileBase * FWeaponBlackholeActionContext::GetProjectile |
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const |
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inline |
◆ GetSpawnAltitude()
| FORCEINLINE float FWeaponBlackholeActionContext::GetSpawnAltitude |
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const |
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inline |
◆ Avatar
| TObjectPtr<AActor> FWeaponBlackholeActionContext::Avatar = nullptr |
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protected |
◆ ImpactPoint
| FVector FWeaponBlackholeActionContext::ImpactPoint = FVector::ZeroVector |
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◆ Projectile
| TObjectPtr<AProjectileBase> FWeaponBlackholeActionContext::Projectile = nullptr |
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protected |
◆ SpawnAltitude
| float FWeaponBlackholeActionContext::SpawnAltitude = 0.0f |
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protected |
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