LEAP Documentation 40220
Documentation for the LEAP project
AKillCameraActor Class Reference

#include <KillCameraActor.h>

Inheritance diagram for AKillCameraActor:

Public Member Functions

 AKillCameraActor ()
 
void SetKillerPivotPoint (FVector NewPivotPoint)
 
void SetWidgetPlacementPivot (FVector NewWidgetPlacementPivot)
 
void UpdateSpringArmLength (float Length)
 
UCameraComponent * GetCamera () const
 
USpringArmComponent * GetSpringArm () const
 
void InitializeKillCameraActor (AProjectXCharacter *Killed, AActor *Killer, AProjectXPlayerState *KillerState, TSubclassOf< UDamageType > DamageType) const
 
void KillerFocused ()
 
const FPoseSnapshot & GetSnapShotPose () const
 
void SetKillerBounds (FBoxSphereBounds NewBounds)
 
FBoxSphereBounds GetKillerBounds () const
 
FVector GetWidgetPlacementPivot () const
 

Public Attributes

FPoseSnapshot PoseSnapShot
 

Protected Member Functions

virtual void BeginPlay () override
 
void ForceSkeletalMeshUpdate (USkeletalMeshComponent *Mesh)
 
void OnKillerFocused ()
 

Protected Attributes

FVector WidgetPlacementPivot = FVector::ZeroVector
 
TArray< UMeshComponent * > KillCamActorMeshes
 
FBoxSphereBounds KillerBounds = FBoxSphereBounds()
 
FVector ActorPivotPoint = FVector::ZeroVector
 
UCameraComponent * Camera
 
USpringArmComponent * SpringArm
 
USceneComponent * Root
 

Constructor & Destructor Documentation

◆ AKillCameraActor()

AKillCameraActor::AKillCameraActor ( )

Member Function Documentation

◆ BeginPlay()

void AKillCameraActor::BeginPlay ( )
overrideprotectedvirtual

◆ ForceSkeletalMeshUpdate()

void AKillCameraActor::ForceSkeletalMeshUpdate ( USkeletalMeshComponent *  Mesh)
protected

◆ GetCamera()

UCameraComponent * AKillCameraActor::GetCamera ( ) const
inline

◆ GetKillerBounds()

FBoxSphereBounds AKillCameraActor::GetKillerBounds ( ) const
inline

◆ GetSnapShotPose()

const FPoseSnapshot & AKillCameraActor::GetSnapShotPose ( ) const
inline

◆ GetSpringArm()

USpringArmComponent * AKillCameraActor::GetSpringArm ( ) const
inline

◆ GetWidgetPlacementPivot()

FVector AKillCameraActor::GetWidgetPlacementPivot ( ) const
inline

◆ InitializeKillCameraActor()

void AKillCameraActor::InitializeKillCameraActor ( AProjectXCharacter Killed,
AActor *  Killer,
AProjectXPlayerState KillerState,
TSubclassOf< UDamageType >  DamageType 
) const

◆ KillerFocused()

void AKillCameraActor::KillerFocused ( )

◆ OnKillerFocused()

void AKillCameraActor::OnKillerFocused ( )
protected

◆ SetKillerBounds()

void AKillCameraActor::SetKillerBounds ( FBoxSphereBounds  NewBounds)
inline

◆ SetKillerPivotPoint()

void AKillCameraActor::SetKillerPivotPoint ( FVector  NewPivotPoint)
inline

◆ SetWidgetPlacementPivot()

void AKillCameraActor::SetWidgetPlacementPivot ( FVector  NewWidgetPlacementPivot)
inline

◆ UpdateSpringArmLength()

void AKillCameraActor::UpdateSpringArmLength ( float  Length)

Member Data Documentation

◆ ActorPivotPoint

FVector AKillCameraActor::ActorPivotPoint = FVector::ZeroVector
protected

◆ Camera

UCameraComponent* AKillCameraActor::Camera
protected

◆ KillCamActorMeshes

TArray<UMeshComponent*> AKillCameraActor::KillCamActorMeshes
protected

◆ KillerBounds

FBoxSphereBounds AKillCameraActor::KillerBounds = FBoxSphereBounds()
protected

◆ PoseSnapShot

FPoseSnapshot AKillCameraActor::PoseSnapShot

◆ Root

USceneComponent* AKillCameraActor::Root
protected

◆ SpringArm

USpringArmComponent* AKillCameraActor::SpringArm
protected

◆ WidgetPlacementPivot

FVector AKillCameraActor::WidgetPlacementPivot = FVector::ZeroVector
protected

The documentation for this class was generated from the following files: