LEAP Documentation 40220
Documentation for the LEAP project
AProjectXGameState Class Reference

#include <ProjectXGameState.h>

Inheritance diagram for AProjectXGameState:
AProjectXGameStateAllOutWarfare AProjectXGameStateAssault AProjectXGameStateBaseControl AProjectXGameStateHorde AProjectXGameStateTDCapFlag AProjectXGameStateVIP AProjectXGameStateKingofTheHill

Public Member Functions

TArray< TWeakInterfacePtr< ISpawnTargetInterface > > GetSpawnTargetsRegisteredForScoring () const
 
template<class T >
TArray< T * > GetTargetableActorsInRadius (const FVector &Location, const float Radius, bool bMustBeAlive=false)
 
FORCEINLINE class UVehicleRespawnManagerGetVehicleRespawnManager () const
 
FORCEINLINE int32 GetWinningTeam () const
 
FORCEINLINE USquadComponent * GetSquadComponent () const
 
FORCEINLINE float GetMatchStartTime () const
 
FORCEINLINE float GetTimeUntilMatchStart () const
 
FORCEINLINE float GetMatchElapsedTime () const
 
FORCEINLINE float GetMatchTimeRemaining () const
 
FORCEINLINE float GetMaxPlayers () const
 
FORCEINLINE TSubclassOf< APickupReviveBeaconGetReviveBeaconGlobalOverride () const
 
float GetMatchLength () const
 
float GetMatchEndTime () const
 
float GetMatchEndTimestamp () const
 
float GetPostGameLength () const
 
virtual EMatchResult GetPlayerResult (AProjectXPlayerState *PlayerState)
 
bool IsInWarmUp () const
 
FORCEINLINE bool CanShowDeployScreen () const
 
virtual int32 GetTicketCount (uint8 Team) const
 
virtual int32 GetStartingTicketCount (uint8 Team) const
 
const TArray< FTeamTicketInfo > & GetTeamTicketList () const
 
virtual void InitializeGameState (AProjectXGameMode *GameMode)
 
virtual float GetRedeployRespawnDelay () const
 
virtual float GetReviveDuration () const
 
void RegisterSpawnTargetForScoring (AActor *const Target)
 
void DeRegisterSpawnTargetForScoring (AActor *const Target)
 
bool CanSpawnInPV () const
 
virtual float ModifyDamage (AActor *Target, float Damage, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
APostGameScreenGetPostGameLineup ()
 
void UpdateTeamTickets (uint8 Team, int32 Amount=1, bool bOverride=false)
 
int32 GetTeamTickets (uint8 Team)
 
virtual void OnRep_MatchState () override
 
virtual void HandleMatchWarmupEnded ()
 
virtual void HandleMatchHasEnded () override
 
virtual TSubclassOf< AActor > CheckForActorReplacement (TSubclassOf< AActor > Actor)
 
virtual bool IsMatchInProgress () const override
 
virtual float GetPlayerRespawnDelay (class AController *Controller) const override
 
bool GetShouldOpenMapOnPlayerStart () const
 
bool UsesLandingScreen () const
 
const TArray< TSubclassOf< AProjectXCharacter > > & GetPlayerClassList () const
 
virtual int32 GetTeam (const AActor *Target) const
 
virtual bool IsSquadMate (const AActor *Target, const AActor *EventInstigator) const
 
virtual bool IsAlly (const AActor *Target, const AActor *EventInstigator) const
 
virtual bool IsEnemy (const AActor *Target, const AActor *EventInstigator) const
 
virtual bool IsNeutral (const AActor *Target) const
 
virtual void AddPlayerState (APlayerState *PlayerState) override
 
virtual void RemovePlayerState (APlayerState *PlayerState) override
 
void SetWinningTeam (int32 Team)
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void Tick (float DeltaSeconds) override
 
virtual void BeginPlay () override
 
virtual void BroadcastTimer (const float TimerDuration, const uint8 Type)
 
virtual void StopTimer ()
 
virtual void GetActorColour (const AActor *Target, const FName &ColourName, const AActor *EventInstigator, FLinearColor &LinearColor) const
 
virtual FText GetTeamName (const AActor *Target) const
 
virtual FText GetTeamNameByTeam (const int32 Team) const
 
void OnPlayerPawnSpawned (AProjectXCharacter *Character)
 
FText GetRevivePromptOverride (const AProjectXPlayerState *Target, const AProjectXPlayerState *ReviveInstigator) const
 
const FLinearColor & GetAllyColour (const FName &ColourName=NAME_None) const
 
const FLinearColor & GetEnemyColour (const FName &ColourName=NAME_None) const
 
const FLinearColor & GetNeutralColour () const
 
EGameType GetGameType () const
 
virtual void GetPlayersOnTeam (const uint8 Team, TArray< APlayerState * > &Players) const
 
virtual uint8 GetNumPlayersOnTeam (const uint8 Team) const
 
virtual void GetTeamScores (TArray< FTeamScoreInfo > &OutTeamScores) const
 
int32 GetNumberOfTeams () const
 
virtual void OnTeamScoreChanged ()
 
void AddPickupToWorldList (FWorldPickupInfo &WorldPickupInfo)
 
void RemovePickupFromWorldList (int32 InID)
 
bool GetWorldPickupByID (int32 InID, FWorldPickupInfo &OutWorldPickup)
 
const int32 GetNewPickupID ()
 
virtual const FText GetTimerText ()
 
void OnRep_WelcomeMessage ()
 
void OnRep_TeamTicketList ()
 
void OnRep_GenericTimer ()
 
void UpdateGameTimer ()
 
void SetWelcomeMessage (const FString &NewWelcomeMessage)
 

Static Public Member Functions

static void RegisterTargetableActor (AActor *const Targetable)
 
static void DeRegisterTargetableActor (AActor *const Targetable)
 
static void BroadcastTimerStatic (const UObject *const WorldContextObject, const float TimerDuration, const uint8 Type)
 
static void StopBroadcastedTimerStatic (const UObject *const WorldContextObject)
 
static const FText & GetGameTypeTextStatic (UObject *const WorldContextObject, EGameType InGameType)
 
static bool HasMatchStartedStatic (const UObject *WorldContextObject)
 
static float GetMatchLengthStatic (const UObject *WorldContextObject)
 
static float GetMatchElapsedTimeStatic (const UObject *WorldContextObject)
 
static float GetServerWorldTimeSecondsStatic (const UObject *WorldContextObject)
 
static AGameStateBase * GetGameStateNoAutoWorldContext (const UObject *WorldContextObject)
 
static bool IsAlly (const UObject *WorldContextObject, const AActor *Target, const AActor *EventInstigator)
 
static bool IsSquadMate (const UObject *WorldContextObject, const AActor *Target, const AActor *EventInstigator)
 
static bool IsNeutral (const UObject *WorldContextObject, const AActor *Target)
 
static bool IsEnemy (const UObject *WorldContextObject, const AActor *Target, const AActor *EventInstigator)
 
static bool IsAllyByTeam (const UObject *WorldContextObject, const int32 Team, const AActor *EventInstigator)
 
static bool IsNeutralByTeam (const int32 Team)
 
static void GetTargetColour (const AActor *Target, const FName &ColourName, const AActor *EventInstigator, FLinearColor &LinearColor)
 
static void GetTargetColourByTeam (const int32 Team, const FName &ColourName, const AActor *EventInstigator, FLinearColor &LinearColor)
 
static int32 GetTeamStatic (const AActor *Target)
 
static FText GetTeamNameStatic (const AActor *Target)
 
static FText GetTeamNameByTeamStatic (const UObject *WorldContextObject, const int32 Team)
 
static const TArray< TSubclassOf< AProjectXCharacter > > & GetPlayerClassListStatic (TSubclassOf< AProjectXGameState > GameStateClass)
 
static FBoxSphereBounds GetActorBoxSphereBounds (const AActor *const Actor)
 

Public Attributes

TArray< FLevelActorStateStateChangedActors
 
FWinningTeamSignature OnWinningTeamSetEvent
 
FServerBroadcastMarkedLocationSignature OnServerBroadcastMarkedLocationRecieved
 
FServerBroadcastMarkedLocationSignature OnServerBroadcastMarkedLocationRemoved
 
FKilledAlertSignature OnKilled
 
FMatchStartSignature OnMatchStarted
 
FPlayerStateAddedSignature OnPlayerStateAdded
 
FPlayerStateRemovedSignature OnPlayerStateRemoved
 
FMatchStateChangedSignature OnMatchStateChanged
 
FKillFeedSignature OnKillFeedUpdate
 
FTeamScoreChangedSignature OnTeamScoresChanged
 
FTeamTicketChangedSignature OnTeamTicketsChanged
 
FPlayerUltimatingSignature OnUltimateEvent
 
FTrackableActorAddedSignature OnTrackableActorAdded
 
FWelcomeMessageChangedSignature OnWelcomeMessageChanged
 
FOnBotSpawnSignature OnBotSpawned
 
FOnBotKilledSignature OnBotKilled
 
FTimerStartSignature OnTimerStart
 
TArray< TSubclassOf< AProjectXCharacter > > PlayerClassListOverride
 
float RespawnDelayOverride = -1.f
 
float RedeployRespawnDelayOverride = -1.f
 
bool bShouldOpenMapOnPlayerStart = true
 
bool bAllowExplosiveDamageOnSelf = true
 
bool bUseSpectatorCamOnDeath = false
 
float FriendlyFirePercent = 0.f
 
bool bDisableBulletMagnetism = false
 
float UltimateDamageMultiplier = 1.0f
 
float ExplosiveDamageMultiplier = 1.0f
 
float HeadshotDamageMultiplier = 1.0f
 
float WeaponDamageMultiplier = 1.0f
 
float AbilityCooldownMultiplier = 1.0f
 
float HookshotDistanceMultiplier = 1.0f
 
float HookshotSpeedMultiplier = 1.0f
 
float UltimateChargeRateMultiplier = 1.0f
 
float GrenadeCountModifier = 0.0f
 
int32 DashChargeModifier = 0
 
bool bIsAmmoLimited = false
 
float AltitudeLimitMultiplier = 1.0f
 
float WeaponSpreadMultiplier = 1.0f
 
float GravityMultiplier = 1.0f
 
float GroundSpeedMultiplier = 1.0f
 
bool bCanSpawnInCombat = false
 
bool bShowDeployScreen = true
 
bool bUseLandingScreen = false
 
bool bCanSpawnInPV = true
 
TSubclassOf< APickupReviveBeaconGlobalReviveBeaconOverride = nullptr
 
float ExpMultiplier = 1.0f
 

Static Public Attributes

static FTargetableOctreeOctree = nullptr
 
static TMap< uint32, FTargetOctreeElementInfoTargetableOctreeElements
 

Protected Member Functions

void OnRep_WinningTeam ()
 

Protected Attributes

class UVehicleRespawnManagerVehicleRespawnManager = NULL
 
class USquadComponent * SquadComponent = NULL
 
TMap< int32, FWorldPickupInfoWorldPickups
 
int32 WorldPickupID = 0
 
TArray< TWeakInterfacePtr< ISpawnTargetInterface > > SpawnTargetsRegisteredForScoring = {}
 
TArray< FTeamTicketInfoTeamTicketList
 
FGenericTimerInfo GenericTimer
 
TArray< FTeamTicketInfoPreviousTeamTicketList
 
FString MatchStart = "VO_MatchStart"
 
FString VictoryVO = "VO_Victory"
 
FString DefeatVO = "VO_Failure"
 
FString FiveMinutesLeft = "VO_5MinsLeft"
 
FString OneMinutesLeft = "VO_1MinLeft"
 
FString TenSecondsLeft = "VO_10SecondsLeft"
 

Friends

class AProjectXGameMode
 

Member Function Documentation

◆ AddPickupToWorldList()

void AProjectXGameState::AddPickupToWorldList ( FWorldPickupInfo WorldPickupInfo)

◆ AddPlayerState()

void AProjectXGameState::AddPlayerState ( APlayerState *  PlayerState)
overridevirtual

Reimplemented in AProjectXGameStateHorde.

◆ BeginPlay()

void AProjectXGameState::BeginPlay ( )
overridevirtual

Reimplemented in AProjectXGameStateHorde.

◆ BroadcastTimer()

void AProjectXGameState::BroadcastTimer ( const float  TimerDuration,
const uint8  Type 
)
virtual

◆ BroadcastTimerStatic()

void AProjectXGameState::BroadcastTimerStatic ( const UObject *const  WorldContextObject,
const float  TimerDuration,
const uint8  Type 
)
static

◆ CanShowDeployScreen()

FORCEINLINE bool AProjectXGameState::CanShowDeployScreen ( ) const
inline

◆ CanSpawnInPV()

bool AProjectXGameState::CanSpawnInPV ( ) const
inline

◆ CheckForActorReplacement()

TSubclassOf< AActor > AProjectXGameState::CheckForActorReplacement ( TSubclassOf< AActor >  Actor)
virtual

Reimplemented in AProjectXGameStateHorde.

◆ DeRegisterSpawnTargetForScoring()

void AProjectXGameState::DeRegisterSpawnTargetForScoring ( AActor *const  Target)

◆ DeRegisterTargetableActor()

void AProjectXGameState::DeRegisterTargetableActor ( AActor *const  Targetable)
static

◆ EndPlay()

void AProjectXGameState::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ GetActorBoxSphereBounds()

FBoxSphereBounds AProjectXGameState::GetActorBoxSphereBounds ( const AActor *const  Actor)
static

◆ GetActorColour()

void AProjectXGameState::GetActorColour ( const AActor *  Target,
const FName &  ColourName,
const AActor *  EventInstigator,
FLinearColor &  LinearColor 
) const
virtual

◆ GetAllyColour()

const FLinearColor & AProjectXGameState::GetAllyColour ( const FName &  ColourName = NAME_None) const

◆ GetEnemyColour()

const FLinearColor & AProjectXGameState::GetEnemyColour ( const FName &  ColourName = NAME_None) const

◆ GetGameStateNoAutoWorldContext()

AGameStateBase * AProjectXGameState::GetGameStateNoAutoWorldContext ( const UObject *  WorldContextObject)
static

◆ GetGameType()

EGameType AProjectXGameState::GetGameType ( ) const

◆ GetGameTypeTextStatic()

const FText & AProjectXGameState::GetGameTypeTextStatic ( UObject *const  WorldContextObject,
EGameType  InGameType 
)
static

◆ GetMatchElapsedTime()

FORCEINLINE float AProjectXGameState::GetMatchElapsedTime ( ) const
inline

◆ GetMatchElapsedTimeStatic()

float AProjectXGameState::GetMatchElapsedTimeStatic ( const UObject *  WorldContextObject)
static

◆ GetMatchEndTime()

float AProjectXGameState::GetMatchEndTime ( ) const

◆ GetMatchEndTimestamp()

float AProjectXGameState::GetMatchEndTimestamp ( ) const
inline

◆ GetMatchLength()

float AProjectXGameState::GetMatchLength ( ) const

◆ GetMatchLengthStatic()

float AProjectXGameState::GetMatchLengthStatic ( const UObject *  WorldContextObject)
static

◆ GetMatchStartTime()

FORCEINLINE float AProjectXGameState::GetMatchStartTime ( ) const
inline

◆ GetMatchTimeRemaining()

FORCEINLINE float AProjectXGameState::GetMatchTimeRemaining ( ) const
inline

◆ GetMaxPlayers()

FORCEINLINE float AProjectXGameState::GetMaxPlayers ( ) const
inline

◆ GetNeutralColour()

const FLinearColor & AProjectXGameState::GetNeutralColour ( ) const

◆ GetNewPickupID()

const int32 AProjectXGameState::GetNewPickupID ( )

◆ GetNumberOfTeams()

int32 AProjectXGameState::GetNumberOfTeams ( ) const
inline

◆ GetNumPlayersOnTeam()

uint8 AProjectXGameState::GetNumPlayersOnTeam ( const uint8  Team) const
virtual

◆ GetPlayerClassList()

const TArray< TSubclassOf< AProjectXCharacter > > & AProjectXGameState::GetPlayerClassList ( ) const

◆ GetPlayerClassListStatic()

const TArray< TSubclassOf< AProjectXCharacter > > & AProjectXGameState::GetPlayerClassListStatic ( TSubclassOf< AProjectXGameState GameStateClass)
static

◆ GetPlayerRespawnDelay()

float AProjectXGameState::GetPlayerRespawnDelay ( class AController *  Controller) const
overridevirtual

◆ GetPlayerResult()

EMatchResult AProjectXGameState::GetPlayerResult ( AProjectXPlayerState PlayerState)
virtual

◆ GetPlayersOnTeam()

void AProjectXGameState::GetPlayersOnTeam ( const uint8  Team,
TArray< APlayerState * > &  Players 
) const
virtual

◆ GetPostGameLength()

float AProjectXGameState::GetPostGameLength ( ) const

◆ GetPostGameLineup()

APostGameScreen * AProjectXGameState::GetPostGameLineup ( )

◆ GetRedeployRespawnDelay()

float AProjectXGameState::GetRedeployRespawnDelay ( ) const
virtual

◆ GetReviveBeaconGlobalOverride()

FORCEINLINE TSubclassOf< APickupReviveBeacon > AProjectXGameState::GetReviveBeaconGlobalOverride ( ) const
inline

◆ GetReviveDuration()

float AProjectXGameState::GetReviveDuration ( ) const
virtual

◆ GetRevivePromptOverride()

FText AProjectXGameState::GetRevivePromptOverride ( const AProjectXPlayerState Target,
const AProjectXPlayerState ReviveInstigator 
) const

◆ GetServerWorldTimeSecondsStatic()

float AProjectXGameState::GetServerWorldTimeSecondsStatic ( const UObject *  WorldContextObject)
static

◆ GetShouldOpenMapOnPlayerStart()

bool AProjectXGameState::GetShouldOpenMapOnPlayerStart ( ) const
inline

◆ GetSpawnTargetsRegisteredForScoring()

TArray< TWeakInterfacePtr< ISpawnTargetInterface > > AProjectXGameState::GetSpawnTargetsRegisteredForScoring ( ) const
inline

◆ GetSquadComponent()

FORCEINLINE USquadComponent * AProjectXGameState::GetSquadComponent ( ) const
inline

◆ GetStartingTicketCount()

int32 AProjectXGameState::GetStartingTicketCount ( uint8  Team) const
virtual

◆ GetTargetableActorsInRadius()

template<class T >
TArray< T * > AProjectXGameState::GetTargetableActorsInRadius ( const FVector &  Location,
const float  Radius,
bool  bMustBeAlive = false 
)

◆ GetTargetColour()

void AProjectXGameState::GetTargetColour ( const AActor *  Target,
const FName &  ColourName,
const AActor *  EventInstigator,
FLinearColor &  LinearColor 
)
static

◆ GetTargetColourByTeam()

void AProjectXGameState::GetTargetColourByTeam ( const int32  Team,
const FName &  ColourName,
const AActor *  EventInstigator,
FLinearColor &  LinearColor 
)
static

◆ GetTeam()

int32 AProjectXGameState::GetTeam ( const AActor *  Target) const
virtual

◆ GetTeamName()

FText AProjectXGameState::GetTeamName ( const AActor *  Target) const
virtual

◆ GetTeamNameByTeam()

FText AProjectXGameState::GetTeamNameByTeam ( const int32  Team) const
virtual

◆ GetTeamNameByTeamStatic()

FText AProjectXGameState::GetTeamNameByTeamStatic ( const UObject *  WorldContextObject,
const int32  Team 
)
static

◆ GetTeamNameStatic()

FText AProjectXGameState::GetTeamNameStatic ( const AActor *  Target)
static

◆ GetTeamScores()

void AProjectXGameState::GetTeamScores ( TArray< FTeamScoreInfo > &  OutTeamScores) const
virtual

◆ GetTeamStatic()

int32 AProjectXGameState::GetTeamStatic ( const AActor *  Target)
static

◆ GetTeamTicketList()

const TArray< FTeamTicketInfo > & AProjectXGameState::GetTeamTicketList ( ) const
inline

◆ GetTeamTickets()

int32 AProjectXGameState::GetTeamTickets ( uint8  Team)

◆ GetTicketCount()

int32 AProjectXGameState::GetTicketCount ( uint8  Team) const
virtual

◆ GetTimerText()

const FText AProjectXGameState::GetTimerText ( )
virtual

◆ GetTimeUntilMatchStart()

FORCEINLINE float AProjectXGameState::GetTimeUntilMatchStart ( ) const
inline

◆ GetVehicleRespawnManager()

FORCEINLINE class UVehicleRespawnManager * AProjectXGameState::GetVehicleRespawnManager ( ) const
inline

◆ GetWinningTeam()

FORCEINLINE int32 AProjectXGameState::GetWinningTeam ( ) const
inline

◆ GetWorldPickupByID()

bool AProjectXGameState::GetWorldPickupByID ( int32  InID,
FWorldPickupInfo OutWorldPickup 
)

◆ HandleMatchHasEnded()

void AProjectXGameState::HandleMatchHasEnded ( )
overridevirtual

◆ HandleMatchWarmupEnded()

◆ HasMatchStartedStatic()

bool AProjectXGameState::HasMatchStartedStatic ( const UObject *  WorldContextObject)
static

◆ InitializeGameState()

void AProjectXGameState::InitializeGameState ( AProjectXGameMode GameMode)
virtual

◆ IsAlly() [1/2]

bool AProjectXGameState::IsAlly ( const AActor *  Target,
const AActor *  EventInstigator 
) const
virtual

◆ IsAlly() [2/2]

bool AProjectXGameState::IsAlly ( const UObject *  WorldContextObject,
const AActor *  Target,
const AActor *  EventInstigator 
)
static

◆ IsAllyByTeam()

bool AProjectXGameState::IsAllyByTeam ( const UObject *  WorldContextObject,
const int32  Team,
const AActor *  EventInstigator 
)
static

◆ IsEnemy() [1/2]

bool AProjectXGameState::IsEnemy ( const AActor *  Target,
const AActor *  EventInstigator 
) const
virtual

◆ IsEnemy() [2/2]

bool AProjectXGameState::IsEnemy ( const UObject *  WorldContextObject,
const AActor *  Target,
const AActor *  EventInstigator 
)
static

◆ IsInWarmUp()

bool AProjectXGameState::IsInWarmUp ( ) const

◆ IsMatchInProgress()

bool AProjectXGameState::IsMatchInProgress ( ) const
overridevirtual

◆ IsNeutral() [1/2]

bool AProjectXGameState::IsNeutral ( const AActor *  Target) const
virtual

◆ IsNeutral() [2/2]

bool AProjectXGameState::IsNeutral ( const UObject *  WorldContextObject,
const AActor *  Target 
)
static

◆ IsNeutralByTeam()

bool AProjectXGameState::IsNeutralByTeam ( const int32  Team)
static

◆ IsSquadMate() [1/2]

bool AProjectXGameState::IsSquadMate ( const AActor *  Target,
const AActor *  EventInstigator 
) const
virtual

◆ IsSquadMate() [2/2]

bool AProjectXGameState::IsSquadMate ( const UObject *  WorldContextObject,
const AActor *  Target,
const AActor *  EventInstigator 
)
static

◆ ModifyDamage()

float AProjectXGameState::ModifyDamage ( AActor *  Target,
float  Damage,
struct FDamageEvent const &  DamageEvent,
AController *  EventInstigator,
AActor *  DamageCauser 
)
virtual

◆ OnPlayerPawnSpawned()

void AProjectXGameState::OnPlayerPawnSpawned ( AProjectXCharacter Character)

◆ OnRep_GenericTimer()

void AProjectXGameState::OnRep_GenericTimer ( )

◆ OnRep_MatchState()

void AProjectXGameState::OnRep_MatchState ( )
overridevirtual

◆ OnRep_TeamTicketList()

void AProjectXGameState::OnRep_TeamTicketList ( )

◆ OnRep_WelcomeMessage()

void AProjectXGameState::OnRep_WelcomeMessage ( )

◆ OnRep_WinningTeam()

void AProjectXGameState::OnRep_WinningTeam ( )
protected

◆ OnTeamScoreChanged()

void AProjectXGameState::OnTeamScoreChanged ( )
virtual

◆ RegisterSpawnTargetForScoring()

void AProjectXGameState::RegisterSpawnTargetForScoring ( AActor *const  Target)

◆ RegisterTargetableActor()

void AProjectXGameState::RegisterTargetableActor ( AActor *const  Targetable)
static

◆ RemovePickupFromWorldList()

void AProjectXGameState::RemovePickupFromWorldList ( int32  InID)

◆ RemovePlayerState()

void AProjectXGameState::RemovePlayerState ( APlayerState *  PlayerState)
overridevirtual

Reimplemented in AProjectXGameStateHorde.

◆ SetWelcomeMessage()

void AProjectXGameState::SetWelcomeMessage ( const FString &  NewWelcomeMessage)

◆ SetWinningTeam()

void AProjectXGameState::SetWinningTeam ( int32  Team)

◆ StopBroadcastedTimerStatic()

void AProjectXGameState::StopBroadcastedTimerStatic ( const UObject *const  WorldContextObject)
static

◆ StopTimer()

void AProjectXGameState::StopTimer ( )
virtual

◆ Tick()

void AProjectXGameState::Tick ( float  DeltaSeconds)
overridevirtual

◆ UpdateGameTimer()

void AProjectXGameState::UpdateGameTimer ( )

◆ UpdateTeamTickets()

void AProjectXGameState::UpdateTeamTickets ( uint8  Team,
int32  Amount = 1,
bool  bOverride = false 
)

◆ UsesLandingScreen()

bool AProjectXGameState::UsesLandingScreen ( ) const
inline

Friends And Related Function Documentation

◆ AProjectXGameMode

friend class AProjectXGameMode
friend

Member Data Documentation

◆ AbilityCooldownMultiplier

float AProjectXGameState::AbilityCooldownMultiplier = 1.0f

◆ AltitudeLimitMultiplier

float AProjectXGameState::AltitudeLimitMultiplier = 1.0f

◆ bAllowExplosiveDamageOnSelf

bool AProjectXGameState::bAllowExplosiveDamageOnSelf = true

◆ bCanSpawnInCombat

bool AProjectXGameState::bCanSpawnInCombat = false

◆ bCanSpawnInPV

bool AProjectXGameState::bCanSpawnInPV = true

◆ bDisableBulletMagnetism

bool AProjectXGameState::bDisableBulletMagnetism = false

◆ bIsAmmoLimited

bool AProjectXGameState::bIsAmmoLimited = false

◆ bShouldOpenMapOnPlayerStart

bool AProjectXGameState::bShouldOpenMapOnPlayerStart = true

◆ bShowDeployScreen

bool AProjectXGameState::bShowDeployScreen = true

◆ bUseLandingScreen

bool AProjectXGameState::bUseLandingScreen = false

◆ bUseSpectatorCamOnDeath

bool AProjectXGameState::bUseSpectatorCamOnDeath = false

◆ DashChargeModifier

int32 AProjectXGameState::DashChargeModifier = 0

◆ DefeatVO

FString AProjectXGameState::DefeatVO = "VO_Failure"
protected

◆ ExplosiveDamageMultiplier

float AProjectXGameState::ExplosiveDamageMultiplier = 1.0f

◆ ExpMultiplier

float AProjectXGameState::ExpMultiplier = 1.0f

◆ FiveMinutesLeft

FString AProjectXGameState::FiveMinutesLeft = "VO_5MinsLeft"
protected

◆ FriendlyFirePercent

float AProjectXGameState::FriendlyFirePercent = 0.f

◆ GenericTimer

FGenericTimerInfo AProjectXGameState::GenericTimer
protected

◆ GlobalReviveBeaconOverride

TSubclassOf<APickupReviveBeacon> AProjectXGameState::GlobalReviveBeaconOverride = nullptr

◆ GravityMultiplier

float AProjectXGameState::GravityMultiplier = 1.0f

◆ GrenadeCountModifier

float AProjectXGameState::GrenadeCountModifier = 0.0f

◆ GroundSpeedMultiplier

float AProjectXGameState::GroundSpeedMultiplier = 1.0f

◆ HeadshotDamageMultiplier

float AProjectXGameState::HeadshotDamageMultiplier = 1.0f

◆ HookshotDistanceMultiplier

float AProjectXGameState::HookshotDistanceMultiplier = 1.0f

◆ HookshotSpeedMultiplier

float AProjectXGameState::HookshotSpeedMultiplier = 1.0f

◆ MatchStart

FString AProjectXGameState::MatchStart = "VO_MatchStart"
protected

◆ Octree

FTargetableOctree * AProjectXGameState::Octree = nullptr
static

◆ OnBotKilled

FOnBotKilledSignature AProjectXGameState::OnBotKilled

◆ OnBotSpawned

FOnBotSpawnSignature AProjectXGameState::OnBotSpawned

◆ OneMinutesLeft

FString AProjectXGameState::OneMinutesLeft = "VO_1MinLeft"
protected

◆ OnKilled

FKilledAlertSignature AProjectXGameState::OnKilled

◆ OnKillFeedUpdate

FKillFeedSignature AProjectXGameState::OnKillFeedUpdate

◆ OnMatchStarted

FMatchStartSignature AProjectXGameState::OnMatchStarted

◆ OnMatchStateChanged

FMatchStateChangedSignature AProjectXGameState::OnMatchStateChanged

◆ OnPlayerStateAdded

FPlayerStateAddedSignature AProjectXGameState::OnPlayerStateAdded

◆ OnPlayerStateRemoved

FPlayerStateRemovedSignature AProjectXGameState::OnPlayerStateRemoved

◆ OnServerBroadcastMarkedLocationRecieved

FServerBroadcastMarkedLocationSignature AProjectXGameState::OnServerBroadcastMarkedLocationRecieved

◆ OnServerBroadcastMarkedLocationRemoved

FServerBroadcastMarkedLocationSignature AProjectXGameState::OnServerBroadcastMarkedLocationRemoved

◆ OnTeamScoresChanged

FTeamScoreChangedSignature AProjectXGameState::OnTeamScoresChanged

◆ OnTeamTicketsChanged

FTeamTicketChangedSignature AProjectXGameState::OnTeamTicketsChanged

◆ OnTimerStart

FTimerStartSignature AProjectXGameState::OnTimerStart

◆ OnTrackableActorAdded

FTrackableActorAddedSignature AProjectXGameState::OnTrackableActorAdded

◆ OnUltimateEvent

FPlayerUltimatingSignature AProjectXGameState::OnUltimateEvent

◆ OnWelcomeMessageChanged

FWelcomeMessageChangedSignature AProjectXGameState::OnWelcomeMessageChanged

◆ OnWinningTeamSetEvent

FWinningTeamSignature AProjectXGameState::OnWinningTeamSetEvent

◆ PlayerClassListOverride

TArray<TSubclassOf<AProjectXCharacter> > AProjectXGameState::PlayerClassListOverride

◆ PreviousTeamTicketList

TArray<FTeamTicketInfo> AProjectXGameState::PreviousTeamTicketList
protected

◆ RedeployRespawnDelayOverride

float AProjectXGameState::RedeployRespawnDelayOverride = -1.f

◆ RespawnDelayOverride

float AProjectXGameState::RespawnDelayOverride = -1.f

◆ SpawnTargetsRegisteredForScoring

TArray<TWeakInterfacePtr<ISpawnTargetInterface> > AProjectXGameState::SpawnTargetsRegisteredForScoring = {}
protected

◆ SquadComponent

class USquadComponent* AProjectXGameState::SquadComponent = NULL
protected

◆ StateChangedActors

TArray<FLevelActorState> AProjectXGameState::StateChangedActors

◆ TargetableOctreeElements

TMap< uint32, FTargetOctreeElementInfo > AProjectXGameState::TargetableOctreeElements
static

◆ TeamTicketList

TArray<FTeamTicketInfo> AProjectXGameState::TeamTicketList
protected

◆ TenSecondsLeft

FString AProjectXGameState::TenSecondsLeft = "VO_10SecondsLeft"
protected

◆ UltimateChargeRateMultiplier

float AProjectXGameState::UltimateChargeRateMultiplier = 1.0f

◆ UltimateDamageMultiplier

float AProjectXGameState::UltimateDamageMultiplier = 1.0f

◆ VehicleRespawnManager

class UVehicleRespawnManager* AProjectXGameState::VehicleRespawnManager = NULL
protected

◆ VictoryVO

FString AProjectXGameState::VictoryVO = "VO_Victory"
protected

◆ WeaponDamageMultiplier

float AProjectXGameState::WeaponDamageMultiplier = 1.0f

◆ WeaponSpreadMultiplier

float AProjectXGameState::WeaponSpreadMultiplier = 1.0f

◆ WorldPickupID

int32 AProjectXGameState::WorldPickupID = 0
protected

◆ WorldPickups

TMap<int32, FWorldPickupInfo> AProjectXGameState::WorldPickups
protected

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