LEAP Documentation 40220
Documentation for the LEAP project
AProjectXPlayerStateHorde Member List

This is the complete list of members for AProjectXPlayerStateHorde, including all inherited members.

ActivateHealBufferCheck()AProjectXPlayerStatevirtual
ActivateRepairBufferCheck()AProjectXPlayerStatevirtual
AddAuthenticatedTicket(const int32 TicketID, const FAuthWeaponTicket &Ticket)AProjectXPlayerStatevirtual
AddHealingDone(const float HealedAmount)AProjectXPlayerStatevirtual
AddRepairingDone(const float RepairedAmount, UClass *const TargetClassRepaired)AProjectXPlayerStatevirtual
AquiredNemesisAProjectXPlayerStateprotected
AssaultAProjectXPlayerStateprotected
AssaultClassIDAProjectXPlayerStateprotected
AssistsAProjectXPlayerStateprotected
AuthenticatedTicketMapAProjectXPlayerStateprotected
AvatarReferenceAProjectXPlayerStateprotected
AvengerAProjectXPlayerStateprotected
bCanChangeTeamAProjectXPlayerStateprotected
BecomeNemesisAProjectXPlayerStateprotected
BeginPlay() overrideAProjectXPlayerStateHordevirtual
bIsAdminAProjectXPlayerStateprotected
bLoadedCosmeticsAProjectXPlayerStateprotected
bMatchBonusIsAvailableAProjectXPlayerStateprotected
bReadyAProjectXPlayerStateprotected
BroadcastReviveTimeReceived(float ReviveStartTime)AProjectXPlayerStatevirtual
bSquadLeaderAProjectXPlayerStateprotected
bUsedUltimateAProjectXPlayerStateprotected
CanRestartPlayer()AProjectXPlayerStatevirtual
ChatSpamMessageCountAProjectXPlayerStateprotected
ChatSpamTimerAProjectXPlayerStateprotected
Client_DisplayKillCounter()AProjectXPlayerStateHorde
Client_PlayAnnouncer(const FString &VoiceToPlay)AProjectXPlayerState
Client_QueryAchievements()AProjectXPlayerState
Client_Reliable_SendGameXPFromMultiplier(uint16 BonusEXP)AProjectXPlayerStateprotected
Client_Reliable_UpdateExperienceGains(const FPlayerProgressionUpdates &NewExperienceGains)AProjectXPlayerStatevirtual
Client_RequestSpawnTarget()AProjectXPlayerStatevirtual
Client_SendMessage(const FString &Message, AProjectXPlayerState *To, const EMessageType MessageType)AProjectXPlayerStatevirtual
Client_SendQuickChat(const FQuickChatInfo &QuickChatData)AProjectXPlayerStatevirtual
Client_UnlockAchievement(const EAchievementData AchievementToUnlock)AProjectXPlayerState
ConsumeAuthenticatedTicket(const int32 TicketID, TSubclassOf< class UWeaponInstanceRanged > Weapon, TSubclassOf< AProjectile > &ProjectileClass, float &DamageModifier)AProjectXPlayerStatevirtual
CopyProperties(APlayerState *PlayerState) overrideAProjectXPlayerStateprotectedvirtual
CurrencyAProjectXPlayerStateprotected
CurrentSquadOrderAProjectXPlayerStateprotected
DeactivateHealBufferCheck()AProjectXPlayerStatevirtual
DeactivateRepairBufferCheck()AProjectXPlayerStatevirtual
DeathAProjectXPlayerStateprotected
DeathsAProjectXPlayerStateprotected
DecrementChatSpamMessageCount()AProjectXPlayerStatevirtual
DestroyInvalidDeployables(bool bForce=false)AProjectXPlayerStatevirtual
DoHealBonusXPBufferCheck()AProjectXPlayerStateprotectedvirtual
DoRepairBonusXPBufferCheck()AProjectXPlayerStateprotectedvirtual
DoubleKillAProjectXPlayerStateprotected
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideAProjectXPlayerStatevirtual
EnemyDeployableDestroyedAProjectXPlayerStateprotected
EngineerAProjectXPlayerStateprotected
EngineerClassIDAProjectXPlayerStateprotected
EquipsAProjectXPlayerStateprotected
ExplosiveAProjectXPlayerStateprotected
ExplosiveClassIDAProjectXPlayerStateprotected
EXPMultiplierAProjectXPlayerStateprotected
FilterMatureLanaguage(const FString &SourceString)AProjectXPlayerStatevirtual
FormatMessage(const FString &Message)AProjectXPlayerStatevirtual
GameXPAProjectXPlayerStateprotected
GameXPFromMultiplierAProjectXPlayerStateprotected
GeneralEquipsAProjectXPlayerStateprotected
GetAssists() constAProjectXPlayerStateinline
GetAssistsString() constAProjectXPlayerStateinline
GetAvatarImage() constAProjectXPlayerStateinline
GetCharacter() constAProjectXPlayerState
GetClassFromUsage(const FPlayerClassUsage &ClassUsage)AProjectXPlayerStateinlinestatic
GetClassUsageByClass(TSubclassOf< AProjectXCharacter > PlayerClass)AProjectXPlayerStatevirtual
GetCurrentSquadOrder()AProjectXPlayerStateinline
GetDeaths() constAProjectXPlayerStateinline
GetDeathsString() constAProjectXPlayerStateinline
GetEliminations() constAProjectXPlayerStateinline
GetEliminationsString() constAProjectXPlayerStateinline
GetExpMulitplier() constAProjectXPlayerStateinline
GetFlightPathDistance(const TArray< FVector_NetQuantize > &FlightPath)AProjectXPlayerStatestatic
GetGameXPFromMultiplier() constAProjectXPlayerStateinline
GetGeneralEquips() constAProjectXPlayerStateinline
GetGlobalAmmoComponent() constAProjectXPlayerStateinline
GetGraffiti() constAProjectXPlayerStateinline
GetIsSpawningOnReviveBeacon() constAProjectXPlayerStatevirtual
GetKillExplosion(TSoftObjectPtr< UParticleSystem > &Particle, TSoftObjectPtr< USoundCue > &Sound)AProjectXPlayerState
GetKills() constAProjectXPlayerStateinline
GetKillsString() constAProjectXPlayerStateinline
GetLevel() constAProjectXPlayerStateinline
GetLevelString() constAProjectXPlayerStateinline
GetMaxUltimateCharge() constAProjectXPlayerStateinline
GetMostUsedClass()AProjectXPlayerStatevirtual
GetNakamaUserId() constAProjectXPlayerState
GetNakamaUserIdAsString() constAProjectXPlayerStateinline
GetNextRespawnTime() constAProjectXPlayerStateinline
GetOwnedPlayerState() const overrideAProjectXPlayerStatevirtual
GetOwningController() constIOwnedInterfaceinline
GetOwningController() constIOwnedInterfacevirtual
GetPingString() constAProjectXPlayerStateinline
GetPlayerEquips() constAProjectXPlayerState
GetPlayerID() constAProjectXPlayerStatevirtual
GetPlayerProgression() constAProjectXPlayerStateinline
GetPlayerProgressionCDO() constAProjectXPlayerState
GetPlayerStateByID(const UObject *WorldContextObject, const FString &ID)AProjectXPlayerStatestatic
GetPlayerStateByNakamaPlayerID(const UObject *WorldContextObject, const FString &ID)AProjectXPlayerStatestatic
GetPlayerStateByName(const UObject *WorldContextObject, const FString &Name)AProjectXPlayerStatestatic
GetPlayerStateByPlayerID(const UObject *WorldContextObject, int32 ID)AProjectXPlayerStatestatic
GetPreferredPlayerClass() constAProjectXPlayerStateinline
GetReviveBeacon() constAProjectXPlayerStateinline
GetReviveBeaconSpawnLocation()AProjectXPlayerStateinline
GetSpawnCountFromUsage(const FPlayerClassUsage &ClassUsage)AProjectXPlayerStateinlinestatic
GetSpawnTarget() constAProjectXPlayerStatevirtual
GetTaunt(uint8 TauntNumber)AProjectXPlayerStateinline
GetTeam() const overrideAProjectXPlayerStateinlinevirtual
GetTeamKills() constAProjectXPlayerStateinline
GetTeamKillsString() constAProjectXPlayerStateinline
GetTeamSwitchingCoolDownRemaining() constAProjectXPlayerState
GetTimeFromUsage(const FPlayerClassUsage &ClassUsage)AProjectXPlayerStateinlinestatic
GetTimeUntilRespawn() constAProjectXPlayerStateinline
GetUltimateCharge() constAProjectXPlayerStateinline
GetUltimateChargeString() constAProjectXPlayerStateinline
GetUnpackedPing() constAProjectXPlayerStateinline
GetXP() constAProjectXPlayerStateinline
GetXPString() constAProjectXPlayerStateinline
GlobalAmmoComponentAProjectXPlayerStateprotected
GraffitiAProjectXPlayerStateprotected
HasLoadedCosmetics() constAProjectXPlayerStateinline
HasSpawnTarget() constAProjectXPlayerStatevirtual
HealBonusBufferCheckTimeAProjectXPlayerStateprotected
HealBonusThresholdAProjectXPlayerStateprotected
HealBonusXPBufferAProjectXPlayerStateprotected
HealBonusXPCheckTimerHandleAProjectXPlayerStateprotected
HeavyAProjectXPlayerStateprotected
HeavyClassIDAProjectXPlayerStateprotected
InitStat()AProjectXPlayerState
IsLocalPlayerState() constAProjectXPlayerState
IsMatchBonusAvailable() constAProjectXPlayerStateinline
IsNakamaUserIdValid() constAProjectXPlayerState
IsPlayerStateNemesis(AProjectXPlayerState *const NemesisPlayerState)AProjectXPlayerState
IsReady() constAProjectXPlayerStateinline
IsSquadLeader()AProjectXPlayerStateinline
IsTeamChangeOnCoolDown() constAProjectXPlayerStateinline
IsUltimateCharged() constAProjectXPlayerStateinline
IsValidMessage(const FString &Message, const bool bDisplayErrors=false)AProjectXPlayerStatevirtual
IsValidTeam(const ITeamInterface *const TeamInferface)ITeamInterfacestatic
KilledLitEnemyAProjectXPlayerStateprotected
KillExplosionAssetAProjectXPlayerStateprotected
KillsAProjectXPlayerStateprotected
LastKillerIDAProjectXPlayerStateprotected
LevelAProjectXPlayerStateprotected
LoadCosmeticMaterialAsset(TSoftObjectPtr< UMaterialInstance > AssetPointer, FDelegateMaterialInstanceSignature Callback)AProjectXPlayerStateprotected
LoadGeneralCosmetics(ECosmeticType Type, const FEquips &LoadingEquips, const FString &EquipCode)AProjectXPlayerStateprotected
LoadMatchBonusAvailable()AProjectXPlayerState
LoadPlayerPerk()AProjectXPlayerStateprotected
MatchEnded() overrideAProjectXPlayerStatevirtual
MatchStarted()IReactsToMatchEventsvirtual
MaxUltimateChargeAProjectXPlayerStateprotected
MessageHistoryAProjectXPlayerStatestatic
ModifyAssists(int32 Delta, APlayerState *PlayerState, float MaxHealth, float Damage)AProjectXPlayerStatevirtual
ModifyCurrency(int32 Delta)AProjectXPlayerState
ModifyDeaths(int32 Delta, AProjectXPlayerState *KillerState)AProjectXPlayerStatevirtual
ModifyDeployablesDestructed(ADeployable *DeployableDestructed, TSubclassOf< class UProjectXDamageType > DamageType)AProjectXPlayerStatevirtual
ModifyKills(AProjectXPlayerState *Killed, TSubclassOf< class UProjectXDamageType > DamageType)AProjectXPlayerStatevirtual
ModifyKillsByClass(AProjectXPlayerState *Killed)AProjectXPlayerState
ModifyLevel(int32 Delta)AProjectXPlayerStatevirtual
ModifyTeamKills(int32 Delta)AProjectXPlayerStatevirtual
ModifyUltimateCharge(int32 Delta)AProjectXPlayerStatevirtual
ModifyXP(EXPEventType Type, APlayerState *TargetState, UObject *Object, float Alpha=1.0f, const TSubclassOf< UExperienceEvent > ExpereienceEventOverride=NULL)AProjectXPlayerStatevirtual
MultiCast_DestroyPickup(int32 PickupID)AProjectXPlayerState
MultiCast_PickupSpawned(const FWorldPickupInfo &PickUpInfo)AProjectXPlayerState
Multicast_Reliable_EquipCosmeticItem(ECosmeticType Type, uint16 ShortCodeIndex, uint16 EquipCodeIndex)AProjectXPlayerStateprotected
MultiCast_SpawnContextObject(const FVector_NetQuantize SpawnLocation, AProjectXPlayerState *SendingPlayerState)AProjectXPlayerState
Multicast_Unreliable_PlayTaunt(uint8 TauntID)AProjectXPlayerStateprotected
MutePlayerText(APlayerState *Player, bool bToggle)AProjectXPlayerState
NakamaUserIdAProjectXPlayerStateprotected
NemesisInfoMapAProjectXPlayerStateprotected
NemesisKilledAProjectXPlayerStateprotected
NextRespawnTimeAProjectXPlayerStateprotected
OnAvatarChangeDelegateEventAProjectXPlayerState
OnCosmeticsUpdatedAProjectXPlayerState
OnCurrencyGainedAProjectXPlayerState
OnCurrencyUpdatedAProjectXPlayerState
OnEquipsLoaded(bool bSuccess)AProjectXPlayerState
OnEquipsUpdatedAProjectXPlayerState
OnExpGainedAProjectXPlayerState
OnGameXPFromMultiplierReceivedAProjectXPlayerState
OnItemEquipped(ECosmeticType Type, const FString &ShortCode, const FString &EquipCode)AProjectXPlayerState
OnMatchEnded()IReactsToMatchEvents
OnMatchStarted()IReactsToMatchEvents
OnMessageReceievedAProjectXPlayerState
OnOwnerDied()IOwnedInterfaceinlinevirtual
OnOwnerLeave()IOwnedInterfaceinlinevirtual
OnPlayerChangedTeamAProjectXPlayerState
OnPlayerClassChangedAProjectXPlayerState
OnPlayerKillEventAProjectXPlayerState
OnPlayerLevelChangedAProjectXPlayerState
OnPlayerProgressionRewardedEventAProjectXPlayerState
OnPlayerScoreChangedAProjectXPlayerState
OnPlayerStateNextRespawnTimeChangedAProjectXPlayerState
OnPlayerStateReadyEventAProjectXPlayerState
OnPlayerStateRemovedFromGameState(APlayerState *RemovedPlayerState)AProjectXPlayerStateprotectedvirtual
OnPlayerStatsChangedAProjectXPlayerState
OnQuickChatMessageReceivedAProjectXPlayerState
OnRep_Assists(uint16 LastAssists)AProjectXPlayerStateprotectedvirtual
OnRep_CanSwitchTeams()AProjectXPlayerStateprotectedvirtual
OnRep_Deaths(uint16 LastDeaths)AProjectXPlayerStateprotectedvirtual
OnRep_GameXP(uint16 LastXP)AProjectXPlayerStateprotectedvirtual
OnRep_Kills(uint16 LastKills)AProjectXPlayerStateprotectedvirtual
OnRep_Level(uint16 PreviousLevel)AProjectXPlayerStateprotectedvirtual
OnRep_NextRespawnTime()AProjectXPlayerStateprotectedvirtual
OnRep_PlayerClass()AProjectXPlayerStateprotectedvirtual
OnRep_Ready()AProjectXPlayerStateprotectedvirtual
OnRep_Score() overrideAProjectXPlayerStateprotectedvirtual
OnRep_SquadLeader()AProjectXPlayerStateprotectedvirtual
OnRep_Team()AProjectXPlayerStateprotectedvirtual
OnRep_UltimateCharge()AProjectXPlayerStateprotectedvirtual
OnRep_UniqueId() overrideAProjectXPlayerStatevirtual
OnReviveTimerReceivedAProjectXPlayerState
OnSpawnPointChangedAProjectXPlayerState
OnSquadLeaderChangedAProjectXPlayerState
OnStatsLoaded()AProjectXPlayerState
OnTeamChangeCoolDownFinishAProjectXPlayerState
OnTeamChangeCoolDownStartAProjectXPlayerState
OnTicketExpired(const int32 TicketID)AProjectXPlayerStatevirtual
OnTotalXPChangedAProjectXPlayerState
OnUltimateChargeChangedAProjectXPlayerState
OnUltimateTriggeredAProjectXPlayerState
OnUltimateUsedAProjectXPlayerState
OnXPChangedAProjectXPlayerState
operator>(const AProjectXPlayerState &Other) constAProjectXPlayerStateinline
OverrideWith(APlayerState *PlayerState) overrideAProjectXPlayerStateprotectedvirtual
PawnPlayerClassAProjectXPlayerStateprotected
PayBackAProjectXPlayerStateprotected
PlayAnnouncerSpawnSound()AProjectXPlayerState
PlayerClassUsageListAProjectXPlayerStateprotected
PlayerProgressionUpdatesAProjectXPlayerStateprotected
PlayTaunt(uint8 TauntID)AProjectXPlayerState
PreferredPlayerClassAProjectXPlayerStateprotected
QuadKillAProjectXPlayerStateprotected
QuintKillAProjectXPlayerStateprotected
RepairBonusBufferCheckTimeAProjectXPlayerStateprotected
RepairBonusThresholdAProjectXPlayerStateprotected
RepairBonusXPBufferAProjectXPlayerStateprotected
RepairBonusXPCheckTimerHandleAProjectXPlayerStateprotected
RequestMatchStateUpdate()AProjectXPlayerStateHordevirtual
RequestMatchStateUpdateDelayed()AProjectXPlayerStateHordevirtual
ReviveBeaconAProjectXPlayerStateprotected
ReviveBeaconSpawnLocationAProjectXPlayerStateprotected
SaviourAProjectXPlayerStateprotected
SendMessage(const FString &Message, AProjectXPlayerState *const To, const EMessageType MessageType)AProjectXPlayerStatevirtual
SendQuickChat(AProjectXPlayerState *const To, const FString &Message, const EMessageType MessageType, AActor *const SquadOrderActor)AProjectXPlayerStatevirtual
Server_KickPlayer(AProjectXPlayerState *PlayerToKick)AProjectXPlayerState
Server_PickupItem(int32 PickUpID, AActor *OverlappedActor)AProjectXPlayerStatevirtual
Server_ProcessExplosiveProjectileHit(const int32 &ProjectileID, const FHitResult &HitResult, TSubclassOf< class UWeaponInstanceRanged > Weapon, const TArray< FVector_NetQuantize > &FlightPath, const TArray< AActor * > &RadialDamagedActors)AProjectXPlayerState
Server_ProcessProjectileHit(const uint8 ShotID, const int32 &ProjectileID, const FHitResult &HitResult, TSubclassOf< class UWeaponInstanceRanged > Weapon, const TArray< FVector_NetQuantize > &FlightPath, UTelekenesisComponent *TelekenesisComponent=nullptr, const FRotator &CustomRotation=FRotator::ZeroRotator)AProjectXPlayerState
Server_Reliable_EquipItem(ECosmeticType Type, uint16 ShortCodeIndex, uint16 EquipCodeIndex)AProjectXPlayerStateprotected
Server_Reliable_PlayTaunt(uint8 TauntID)AProjectXPlayerStateprotected
Server_Reliable_RequestMatchStateUpdate()AProjectXPlayerStateHorde
Server_Reliable_ToggleReviveBeacon(bool bActive)AProjectXPlayerStateprotected
Server_Reliable_UpdateHordeModeDifficulty(EDifficultyLevel NewDifficultyLevel)AProjectXPlayerStateHorde
Server_Reliable_UpdateSessionLockedCosmetics(uint16 CosmeticIDNumber)AProjectXPlayerState
Server_SendMessage(const FString &Message, AProjectXPlayerState *To, const EMessageType MessageType)AProjectXPlayerStatevirtual
Server_SendNakamaUserId(const FString &InNakamaUserId)AProjectXPlayerStateprotected
Server_SendQuickChat(const FQuickChatInfo &QuickChatData)AProjectXPlayerStatevirtual
Server_UpdateStat(EStatNames StatToUpdate, int32 Value, UObject *InObject, const EStatUpdateBehaviour &StatUpdateBehaviour, int32 InDebugMapType, const FString &InDebugMapName)AProjectXPlayerState
SetAvatar(UTexture2D *NewAvatar)AProjectXPlayerState
SetCanChangeTeams(bool bNewCanChangeTeams)AProjectXPlayerState
SetCurrentSquadOrder(FSquadOrder const InSquadOrder)AProjectXPlayerState
SetExpMultiplier(float NewMultiplier)AProjectXPlayerStateinlinevirtual
SetMaxUltimateCharge(uint16 NewMaxUltimateCharage)AProjectXPlayerStateinline
SetNextRespawnTime(float NewRespawnTime)AProjectXPlayerState
SetPreferredPlayerClass(TSubclassOf< AProjectXCharacter > NewPlayerClass)AProjectXPlayerState
SetReadyStatus(bool bNewReadyStatus)AProjectXPlayerStatevirtual
SetSpawnTarget(TScriptInterface< ISpawnTargetInterface > NewSpawnTarget)AProjectXPlayerStatevirtual
SetSquadLeader(bool const InSquadLeader)AProjectXPlayerState
SetTeam(int32 NewTeam) overrideAProjectXPlayerStatevirtual
SniperAProjectXPlayerStateprotected
SniperClassIDAProjectXPlayerStateprotected
SortPlayerStates(const TArray< AProjectXPlayerState * > &InPlayerStateList, TArray< AProjectXPlayerState * > &OutPlayerStateList)AProjectXPlayerStatestatic
SpawnActorOnProjectileHit(const AProjectile *HitProjectile, const FHitResult &HitResult, const FRotator &CustomRotator=FRotator::ZeroRotator)AProjectXPlayerState
SpawnTargetAProjectXPlayerStateprotected
SpawnWorldPickup(TSubclassOf< APickup > PickupClass, const FVector SpawnLocation, const FVector ExpectedLandingPosition)AProjectXPlayerState
SpawnWorldTimeAProjectXPlayerStateprotected
SpecOpsAProjectXPlayerStateprotected
SpecOpsClassIDAProjectXPlayerStateprotected
StartTeamChangeCoolDown()AProjectXPlayerStatevirtual
TauntMontagesAProjectXPlayerStateprotected
TeamAProjectXPlayerStateprotected
TeamKillsAProjectXPlayerStateprotected
TeamSwitchCoolDownDurationAProjectXPlayerStateprotected
TeamSwitchTimerAProjectXPlayerStateprotected
ToggleReviveBeacon(bool bActivate)AProjectXPlayerStatevirtual
TripleKillAProjectXPlayerStateprotected
UltChargeMultiplierAProjectXPlayerState
UltimateChargeAProjectXPlayerStateprotected
UltimateFinished()AProjectXPlayerStatevirtual
UltimateStarted(UWeaponInstance *Weapon)AProjectXPlayerStatevirtual
UpdateGraffiti(TWeakObjectPtr< ADecalActor > NewGraffiti)AProjectXPlayerStateinline
UpdateKillExplosion(UCosmeticExplosionAsset *CosmeticAsset)AProjectXPlayerStateinline
UpdatePassiveUltimateCharge()AProjectXPlayerState
UpdatePlayerPerkUsage(APawn *InPawn)AProjectXPlayerStatevirtual
ValidateFlightPath(UObject *const WorldContextObject, const TArray< FVector_NetQuantize > &FlightPath, AActor *HitActor=NULL)AProjectXPlayerStatestatic