#include <KillCameraActor.h>
◆ AKillCameraActor()
AKillCameraActor::AKillCameraActor |
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◆ BeginPlay()
void AKillCameraActor::BeginPlay |
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overrideprotectedvirtual |
◆ ForceSkeletalMeshUpdate()
void AKillCameraActor::ForceSkeletalMeshUpdate |
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USkeletalMeshComponent * |
Mesh | ) |
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◆ GetCamera()
UCameraComponent * AKillCameraActor::GetCamera |
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const |
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◆ GetKillerBounds()
FBoxSphereBounds AKillCameraActor::GetKillerBounds |
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const |
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◆ GetSnapShotPose()
const FPoseSnapshot & AKillCameraActor::GetSnapShotPose |
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const |
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◆ GetSpringArm()
USpringArmComponent * AKillCameraActor::GetSpringArm |
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const |
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inline |
◆ GetWidgetPlacementPivot()
FVector AKillCameraActor::GetWidgetPlacementPivot |
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const |
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◆ InitializeKillCameraActor()
◆ KillerFocused()
void AKillCameraActor::KillerFocused |
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◆ OnKillerFocused()
void AKillCameraActor::OnKillerFocused |
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◆ SetKillerBounds()
void AKillCameraActor::SetKillerBounds |
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FBoxSphereBounds |
NewBounds | ) |
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inline |
◆ SetKillerPivotPoint()
void AKillCameraActor::SetKillerPivotPoint |
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FVector |
NewPivotPoint | ) |
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inline |
◆ SetWidgetPlacementPivot()
void AKillCameraActor::SetWidgetPlacementPivot |
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FVector |
NewWidgetPlacementPivot | ) |
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inline |
◆ UpdateSpringArmLength()
void AKillCameraActor::UpdateSpringArmLength |
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float |
Length | ) |
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◆ ActorPivotPoint
FVector AKillCameraActor::ActorPivotPoint = FVector::ZeroVector |
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◆ Camera
UCameraComponent* AKillCameraActor::Camera |
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◆ KillCamActorMeshes
TArray<UMeshComponent*> AKillCameraActor::KillCamActorMeshes |
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◆ KillerBounds
FBoxSphereBounds AKillCameraActor::KillerBounds = FBoxSphereBounds() |
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◆ PoseSnapShot
FPoseSnapshot AKillCameraActor::PoseSnapShot |
◆ Root
USceneComponent* AKillCameraActor::Root |
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◆ SpringArm
USpringArmComponent* AKillCameraActor::SpringArm |
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◆ WidgetPlacementPivot
FVector AKillCameraActor::WidgetPlacementPivot = FVector::ZeroVector |
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The documentation for this class was generated from the following files: