LEAP Documentation 40220
Documentation for the LEAP project
AProjectXVehicle Class Reference

#include <ProjectXVehicle.h>

Inheritance diagram for AProjectXVehicle:
IObjectInfoInterface IKillCamInterface IInteractableInterface ITeamInterface ITrackableInterface ISpottableInterface ILockOnTargetInterface ISpawnTargetInterface IHealthInterface IOwnedInterface

Public Member Functions

FORCEINLINE const TArray< TWeakObjectPtr< UVehicleSeatComponent > > & GetSeats () const
 
virtual TArray< UMeshComponent * > GetKillCamMeshes () const override
 
virtual FRotator GetViewRotation () const override
 
virtual FVector GetPawnViewLocation () const override
 
virtual APlayerState * GetOwnedPlayerState () const override
 
virtual float GetHealth () const override
 
virtual float GetMaxHealth () const override
 
virtual int32 GetTeam () const override
 
virtual bool IsDead () const override
 
virtual bool IsArmored () const override
 
virtual const FText & GetObjectName () const
 
virtual const FString GetOwnerName () const
 
virtual AKillCameraActorSpawnKillCamActor () override
 
virtual bool CanSpawnPlayer (const AProjectXPlayerState *Instigator) const override
 
virtual bool GetCanSpawnOnCombatTarget () const override
 
virtual bool GetSpawnLocation (AProjectXPlayerState *SpawnInstigator, FTransform &Transform) const override
 
virtual bool ShouldTakeDamage (float Damage, FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser) const override
 
virtual float InternalTakeRadialDamage (float Damage, FRadialDamageEvent const &RadialDamageEvent, class AController *EventInstigator, class AActor *DamageCauser) override
 
virtual bool GetRespawnInformation (struct FRespawnInformation &RespawnInfo)
 
virtual float TakeDamage (float Damage, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser) override
 
virtual void SetHealth (const float NewHealth) override
 
virtual void SetMaxHealth (const float NewHealth) override
 
virtual void SetHealthRegenRate (float NewRate) override
 
virtual void Die (float Damage, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser, APlayerState *InstigatorPlayerState)
 
virtual UAfflictionComponent * GetAfflictionComponent () const override
 
virtual void InitFromRespawnInformation (const struct FRespawnInformation &RespawnInfo)
 
virtual int32 GetCachedTeam () const
 
virtual void HandleCollisionDamagesVehicle (const FHitResult &Hit)
 
virtual void HandleCollisionDamagesOthers (const FHitResult &Hit)
 
virtual void HandleCollisionPushesCharacter (const FHitResult &Hit)
 
virtual void OnOwnerLeave () override
 
virtual void TemporarilyIgnoreCharacterFromVehicleCollisions (TWeakObjectPtr< AProjectXCharacter > Character)
 
virtual bool CanBeLockedOn (const AActor *LockInstigator) const override
 
virtual bool CanBeRepaired (const AActor *RepairInstigator) const override
 
virtual FText GetHighlightText (const UPrimitiveComponent *Component, const APlayerController *EventSender) const override
 
virtual bool CanBeInteractedWith (const UPrimitiveComponent *Component, const APlayerController *EventSender) const override
 
virtual FVector2D GetLockOnScreenPercentage () override
 
virtual float GetLockOnMaxDistance ()
 
virtual FPawnLockOnSignature & GetLockOnTentativeStartDelegate () override
 
virtual FPawnLockOnSignature & GetLockOnTentativeEndDelegate () override
 
virtual FPawnLockOnSignature & GetLockOnStartDelegate () override
 
virtual FPawnLockOnSignature & GetLockOnEndDelegate () override
 
virtual FPawnImminentMissileWarningSignature & GetImminentMissileWarningStartDelegate () override
 
virtual FPawnImminentMissileWarningSignature & GetImminentMissileWarningEndDelegate () override
 
virtual FPawnIncomingProjectileSignature & GetIncomingProjectileStartDelegate () override
 
virtual FPawnIncomingProjectileSignature & GetIncomingProjectileEndDelegate () override
 
virtual ESpotReply CanBeSpotted (const AActor *SpotInstigator, ESpotType SpotType) const override
 
virtual FVector GetSpottingTraceOffset () const override
 
virtual TSoftObjectPtr< UTexture2D > GetMapIcon () const override
 
virtual TSoftObjectPtr< UTexture2D > GetRadarIcon () const override
 
virtual TSoftObjectPtr< UTexture2D > GetHudIcon () const override
 
virtual AActor * GetTrackableInterfaceActor () override
 
virtual TArray< AActor * > GetIgnoredActors ()
 
virtual FVector GetVelocity () const override
 
void UpdateVisibilityModifier (bool NewVisibility)
 
void MoveIgnoreActorsRemoveVehicle (AActor *const ActorToIgnore)
 
void MoveIgnoreActorsAddVehicle (AActor *const ActorToIgnore)
 
FORCEINLINE FText GetVehicleName () const
 
FORCEINLINE AProjectXCharacterGetDriver () const
 
FORCEINLINE UVehicleSeatComponentGetDriverSeat () const
 
FORCEINLINE UWeaponComponent * GetVehicleWeaponComponent () const
 
FORCEINLINE bool GetPlayerCanSpawnInside () const
 
FORCEINLINE bool GetPlayerCanSpawnNearby () const
 
FORCEINLINE bool IsOccupant (const AProjectXCharacter *Character) const
 
virtual bool IsAccelerating (const EAccelerationDirection Direction) const
 
FORCEINLINE bool IsMovingForward () const
 
FORCEINLINE bool IsMovingBackwards () const
 
FORCEINLINE bool IsMoving () const
 
virtual bool IsVisible () const
 
FORCEINLINE bool HasOwnerVehicle () const
 
FORCEINLINE AProjectXVehicleGetOwnerVehicle () const
 
FORCEINLINE TSoftObjectPtr< UTexture2D > GetSeatsHUDIcon () const
 
FORCEINLINE float GetExitTime () const
 
bool CanExitVehicle () const
 
bool IsInteractionDisabled () const
 
FVector GetVehicleRelativeAcceleration () const
 
FORCEINLINE bool GetIsDisplayOnly () const
 
virtual FVector GetAimTargetPoint () const
 
virtual bool IsBoosting () const
 
virtual float GetBoostMultiplier () const
 
virtual float GetCurrentBoost () const
 
virtual float GetBoostRegenRate () const
 
virtual float GetMaxBoost () const
 
TArray< TWeakObjectPtr< UVehicleSeatComponent > > GetSeatList () const
 
TArray< AProjectXVehicle * > GetVehicleHierarchy () const
 
TArray< UVehicleSeatComponent * > K2_GetSeats () const
 
TArray< AProjectXCharacter * > GetOccupants () const
 
FRotator GetWeaponInterpolatedRotation (float DeltaTime, const FRotator &CurrentRotation, const FRotator &TargetRotation, UVehicleSeatComponent *Seat)
 
virtual bool CanEnterVehicle (AProjectXCharacter *Character) const
 
virtual bool HasAvailableSeat () const
 
virtual bool HasAnyOccupants () const
 
bool IsVehicleInHierarchy (const AProjectXVehicle *Vehicle) const
 
virtual UVehicleSeatComponentGetSeatByOccupant (const AProjectXCharacter *Character) const
 
virtual UVehicleSeatComponentGetBestAvailableSeat (const AProjectXCharacter *Character) const
 
virtual bool EnterVehicle (AProjectXCharacter *Character, UVehicleSeatComponent *PreferredSeat=NULL)
 
virtual bool LeaveVehicle (AProjectXCharacter *Character, bool bForceLeave=false, bool bEject=false)
 
virtual bool AttemptToBecomeDriver (AProjectXCharacter *Character)
 
virtual void AddComponentForCollisionComputations (UPrimitiveComponent *const PrimitiveComponent)
 
virtual void UpdateCanInteractWith (bool bCanInteract)
 
FRotator GetClampedAimRotationToVehicleForward (const FRotator &ForwardRotation, const FVector &ForwardLocation) const
 
bool IsAPersonalVehicle () const
 
bool GetProjectileTransform (FTransform &Transform, FName &SocketName, UVehicleSeatComponent *Seat, bool CosmeticOnly=false)
 
void DriverChangedEvent (AProjectXCharacter *PreviousDriver, AProjectXCharacter *NewDriver)
 
void PlayWeaponFireEffects (UWeaponInstanceVehicle *Weapon)
 
void OnDeathEvent ()
 
void OnMoveUp ()
 
void K2_VehicleSetAsDisplay ()
 
FVector GetAimStartPoint () const
 
FVector GetKillCamWidgetPlacementPivot () const
 
const FString & GetVehicleID () const
 
- Public Member Functions inherited from IOwnedInterface
template<class T >
T * GetOwnedPlayerState () const
 
virtual APlayerState * GetOwnedPlayerState () const
 
template<class T >
T * GetOwningController () const
 
virtual AController * GetOwningController () const
 
virtual void OnOwnerLeave ()
 
virtual void OnOwnerDied ()
 
- Public Member Functions inherited from IHealthInterface
virtual bool IsArmored () const
 
virtual void SetDamageResistance (float NewValue)
 
virtual void SetExplosiveDamageResistance (float NewValue)
 
virtual float GetDamageResistance () const
 
virtual float GetExplosiveDamageResistance () const
 
virtual bool AreShieldsFull () const
 
virtual bool AreShieldsOvercharged () const
 
virtual float GetShields () const
 
virtual float GetMaxShields () const
 
virtual float GetCachedMaxShields () const
 
virtual float GetMaxShieldsWithOvercharge () const
 
virtual float GetPercentShields () const
 
virtual float GetPercentOverchargedShields () const
 
virtual bool HasShields () const
 
virtual bool HasShieldsThatNeedRecharging () const
 
virtual bool IsHealthFull () const
 
virtual float GetHealth () const
 
virtual float GetMaxHealth () const
 
virtual float GetCachedMaxHealth () const
 
virtual float GetCachedOvershield () const
 
virtual float GetPercentHealth () const
 
virtual float GetOvershield () const
 
virtual float GetHealthPickupModifier () const
 
virtual bool IsUsingPassiveShieldRegen () const
 
virtual bool IsDead () const
 
virtual bool CanBeRepaired (const AActor *RepairInstigator) const
 
virtual bool IsHealthWithinGivenPercentage (float TargetPercentage, bool bCheckForLessThanPercentage=true) const
 
virtual void RemoveOverchargedShields ()
 
virtual void ModifyShieldsThenHealth (float Delta)
 
virtual void SetShields (float InShields)
 
virtual void SetMaxShields (const float NewMaxHealth)
 
virtual void ModifyShields (float Delta, bool bCanOvercharge=false)
 
virtual bool CanModifyShieldsPastOverchargeMark () const
 
virtual void SetCanModifyShieldsPastOverchargeMark (bool bNewCanOverchargeShields)
 
virtual void SetShieldRegenRate (float NewRate)
 
virtual void SetOvershield (float NewOvershield)
 
virtual void SetHealth (float InHealth)
 
virtual void SetMaxHealth (const float NewMaxHealth)
 
virtual void ModifyHealth (float Delta)
 
virtual void SetHealthRegenRate (float NewRate)
 
virtual void SetHealthPickupModifier (float NewModifier)
 
virtual float GetTotalPercentHealth () const
 
virtual float GetTimeSinceLastDamage () const
 
virtual bool HasRecentlyTakenDamage () const
 
virtual void SetShieldAndHealthRegenRate (float NewRate)
 
virtual void SetCanUsePassiveShieldRegen (bool bNewUsePassiveShieldRegen)
 
virtual bool GetCachedUsesPassiveShieldRegen () const
 
virtual UAfflictionComponent * GetAfflictionComponent () const
 
virtual FDamageSignature & GetDeathEvent ()
 
virtual FDamageSignature & GetDamageEvent ()
 
virtual FHealedSignature & GetHealedEvent ()
 
virtual FHealedSignature & GetShieldsRepairedEvent ()
 
virtual FHealthChangedSignature & GetHealthChangedEvent ()
 
virtual FHealthChangedSignature & GetShieldsChangedEvent ()
 
virtual FHealthChangedSignature & GetShieldsDepletedEvent ()
 
virtual void BindToDeathEvent (const FBPDamageSignature &Event)
 
virtual void BindToDamageEvent (const FBPDamageSignature &Event)
 
virtual void BindToHealedEvent (const FBPHealedSignature &Event)
 
virtual void BindToShieldsRepairedEvent (const FBPHealedSignature &Event)
 
virtual void BindToHealthChangedEvent (const FBPHealthChangedSignature &Event)
 
virtual void BindToShieldsChangedEvent (const FBPHealthChangedSignature &Event)
 
virtual void BindToShieldsDepletedEvent (const FBPHealthChangedSignature &Event)
 
virtual void UnbindDeathEvent (const FBPDamageSignature &Event)
 
virtual void UnbindDamageEvent (const FBPDamageSignature &Event)
 
virtual void UnbindHealedEvent (const FBPHealedSignature &Event)
 
virtual void UnbindShieldsRepairedEvent (const FBPHealedSignature &Event)
 
virtual void UnbindHealthChangedEvent (const FBPHealthChangedSignature &Event)
 
virtual void UnbindShieldsChangedEvent (const FBPHealthChangedSignature &Event)
 
virtual void UnbindShieldsDepletedEvent (const FBPHealthChangedSignature &Event)
 
virtual void ClearAllToDeathEvents ()
 
virtual void ClearAllDamageEvents ()
 
virtual void ClearAllHealedEvents ()
 
virtual void ClearAllShieldsRepairedEvents ()
 
virtual void ClearAllHealthChangedEvents ()
 
virtual void ClearAllShieldsChangedEvents ()
 
virtual void ClearAllShieldsDepletedEvents ()
 
virtual bool BlocksExplosions () const
 
- Public Member Functions inherited from ISpawnTargetInterface
virtual void RegisterActorForScoring ()
 
virtual void DeRegisterActorForScoring ()
 
virtual bool CanSpawnPlayer (const AProjectXPlayerState *Instigator) const
 
virtual bool GetSpawnLocation (AProjectXPlayerState *Instigator, FTransform &Transform) const
 
virtual float GetSpawnScoreForInstigator (const AActor *const QueryInstigator, FVector &TargetLocation, bool bUseDistanceToTargetLocation=false) const
 
virtual bool GetCanSpawnOnCombatTarget () const
 
virtual void UpdateCanSpawnOnCombatTarget (bool bNewInCombatSpawnTarget)
 
virtual bool ShouldRegisterForScoringOnStart () const
 
- Public Member Functions inherited from ILockOnTargetInterface
virtual bool CanBeLockedOn (const AActor *LockInstigator) const
 
virtual bool CanHomingReadSignature (const AProjectile *HomingProjectile) const
 
virtual void IssueImminentMissileWarning (bool bToggleWarning, AActor *WarningIntigator)
 
virtual FVector2D GetLockOnScreenPercentage ()
 
virtual float GetLockOnMaxDistance ()
 
virtual FPawnLockOnSignature & GetLockOnTentativeStartDelegate ()
 
virtual FPawnLockOnSignature & GetLockOnTentativeEndDelegate ()
 
virtual FPawnLockOnSignature & GetLockOnStartDelegate ()
 
virtual FPawnLockOnSignature & GetLockOnEndDelegate ()
 
virtual FPawnIncomingProjectileSignature & GetIncomingProjectileStartDelegate ()
 
virtual FPawnIncomingProjectileSignature & GetIncomingProjectileEndDelegate ()
 
virtual FPawnImminentMissileWarningSignature & GetImminentMissileWarningStartDelegate ()
 
virtual FPawnImminentMissileWarningSignature & GetImminentMissileWarningEndDelegate ()
 
- Public Member Functions inherited from ISpottableInterface
virtual ESpotReply CanBeSpotted (const AActor *SpotInstigator, ESpotType SpotType) const
 
virtual FVector GetSpottingTraceOffset () const
 
virtual FSpottedSignature & GetSpottedStartEvent ()
 
virtual FSpottedSignature & GetSpottedStopEvent ()
 
virtual void BroadcastSpottedEvent ()
 
virtual void BroadcastSpottedEndEvent ()
 
virtual void BindToSpottedEvent (const FBPSpottedSignature &Event)
 
virtual void BindToSpottedEndEvent (const FBPSpottedSignature &Event)
 
virtual void UnBindToSpottedEvent (const FBPSpottedSignature &Event)
 
virtual void UnBindToSpottedEndEvent (const FBPSpottedSignature &Event)
 
virtual void ClearAllSpottedEvents ()
 
virtual void ClearAllSpottedEndEvents ()
 
- Public Member Functions inherited from ITrackableInterface
virtual void BroadcastTrackableActor ()
 
virtual FStopTrackingActorSignature & GetStopTrackingEvent ()
 
virtual TSoftObjectPtr< UTexture2D > GetMapIcon () const
 
virtual TSoftObjectPtr< UTexture2D > GetRadarIcon () const
 
virtual TSoftObjectPtr< UTexture2D > GetHudIcon () const
 
virtual AActor * GetTrackableInterfaceActor ()
 
virtual float GetRadarIconSize () const
 
virtual float GetRadarIconOpacity () const
 
virtual float GetRadarIconEnemyOpacity () const
 
virtual bool GetRadarIconCompensantesRotation () const
 
virtual bool GetAllyVisibilityResponse ()
 
virtual const FText & GetRadarLabel () const
 
virtual void SetRadarIconOpacity (float Opacity)
 
virtual bool IsCloaked () const
 
virtual bool RegisterOnStart () const
 
- Public Member Functions inherited from ITeamInterface
virtual int32 GetTeam () const
 
virtual int32 SetTeam (int32 NewTeam)
 
- Public Member Functions inherited from IInteractableInterface
virtual FText GetHighlightText (const UPrimitiveComponent *Component, const APlayerController *EventSender) const
 
virtual bool CanBeInteractedWith (const UPrimitiveComponent *Component, const APlayerController *EventSender) const
 
virtual float GetHoldTimeMultiplier (const APlayerController *EventSender) const
 
- Public Member Functions inherited from IKillCamInterface
virtual AKillCameraActorSpawnKillCamActor ()
 
virtual TArray< UMeshComponent * > GetKillCamMeshes () const
 
void ToggleIsInKillCam (bool bInKillCam)
 
- Public Member Functions inherited from IObjectInfoInterface
virtual const FText & GetObjectName () const
 
virtual const FString GetOwnerName () const
 
virtual const FText & GetObjectDescription () const
 

Static Public Member Functions

static FString GetVehicleIDStatic (TSubclassOf< AProjectXVehicle > VehicleClass)
 
- Static Public Member Functions inherited from ISpawnTargetInterface
static const void GetAverageEnemyTeamLocation (const UObject *Caller, TArray< AActor * > &AvailableSpawnPoints, FVector &AverageEnemyLocation)
 
static AActor * GetFurthestLocationFromOtherPlayers (const UObject *Caller, TArray< AActor * > &AvailableSpawnPoints)
 
static AActor * GetRandomSafeSpawnLocation (const UObject *Caller, TArray< AActor * > &AvailableSpawnPoints, float MaximumSpawnDistance, float MinimumSpawnDistance)
 
- Static Public Member Functions inherited from ITeamInterface
static bool IsValidTeam (const ITeamInterface *const TeamInferface)
 

Public Attributes

FDriverChangedSignature OnDriverChanged
 
FVehicleLocomotionChangeSignature OnBoostingChanged
 
FPassengerChangedSignature OnPassengerChanged
 
FLandedSignature OnLand
 
FPawnLockOnSignature OnLockOnTentativeStart
 
FPawnLockOnSignature OnLockOnTentativeEnd
 
FPawnLockOnSignature OnLockOnStart
 
FPawnLockOnSignature OnLockOnEnd
 
FPawnImminentMissileWarningSignature OnImminentMissileWarningStart
 
FPawnImminentMissileWarningSignature OnImminentMissileWarningEnd
 
FPawnIncomingProjectileSignature OnIncomingProjectileStart
 
FPawnIncomingProjectileSignature OnIncomingProjectileEnd
 
FVehicleDiedEvent OnVehicleDied
 
FVehicleBoostChanged OnVehicleBoostChanged
 
FVehicleBoostSignature OnVehicleStartedBoosting
 
FVehicleBoostSignature OnVehicleStoppedBoosting
 
- Public Attributes inherited from IHealthInterface
FDamageSignature PawnInterfaceDeathEvent
 
FDamageSignature PawnInterfaceDamageEvent
 
FHealedSignature PawnInterfaceHealedEvent
 
FHealedSignature PawnInterfaceShieldsRepairedEvent
 
FHealthChangedSignature PawnInterfaceHealthChangedEvent
 
FHealthChangedSignature PawnInterfaceShieldshangedEvent
 
FHealthChangedSignature PawnInterfaceShieldDepletedEvent
 
- Public Attributes inherited from ILockOnTargetInterface
FPawnLockOnSignature PawnInterfaceLockOn
 
FPawnImminentMissileWarningSignature OnImminentMissileWarning
 
FPawnIncomingProjectileSignature PawnInterfaceIncomingProjectile
 

Protected Member Functions

virtual bool DriverEnter (AProjectXCharacter *Character)
 
virtual bool DriverLeave (AProjectXCharacter *Character, bool bForceLeave)
 
virtual void SetDriving (bool bNewDriving)
 
virtual void PostInitializeComponents () override
 
virtual void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker) override
 
virtual void BeginPlay () override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override
 
virtual void Tick (float DeltaTime) override
 
virtual void TickHealthRegen (float DeltaTime)
 
virtual void TickBoost (float DeltaTime)
 
virtual void ToggleBoost (bool bToggle)
 
virtual void SendActorLookRotationAndPosition ()
 
virtual void OnSwitchMovementMode (bool bNewDriving)
 
virtual void StartBoosting ()
 
virtual void StopBoosting ()
 
virtual void MoveForward (float Val)
 
virtual void MoveRight (float Val)
 
virtual void TurnAtRate (float Rate)
 
virtual void LookUpAtRate (float Rate)
 
virtual void Turn (float Value)
 
virtual void LookUp (float Value)
 
virtual void MoveUp (float Vaue)
 
virtual void StopJumping () override
 
virtual void Jump () override
 
virtual void Landed (const FHitResult &Hit) override
 
virtual bool FindExitDestination (AProjectXCharacter *Character, FTransform &Transform) const
 
virtual void SetAsDisplayOnly ()
 
virtual void SetDisplayDriver (AProjectXCharacter *CosmeticDriver)
 
virtual UVehicleSeatComponentGetClosestEntryLocation (AProjectXCharacter *Character, FVector &Location) const
 
virtual FName GetClosestSeatName (const APlayerController *QueryController) const
 
void PassengersChanged (UVehicleSeatComponent *Seat, AProjectXCharacter *PreviousPassenger)
 
virtual void OnVehicleEmpty ()
 
virtual void StartSelfDestruction (UWorld *World)
 
virtual void StopSelfDestruction (UWorld *World)
 
FORCEINLINE bool IsHoverVehicle () const
 
FORCEINLINE bool DoesVehicleMoveRelativeToSelf () const
 
void Client_StopJumping ()
 
void Server_ProcessHit (const FHitResult &Hit)
 
void Server_ToggleBoost (const bool bToggle)
 
void Server_Unreliable_SendCameraLocation (const FVector_NetQuantize10 &CameraPosition)
 
void Server_Unreliable_SendPitchValue (uint16 NewPawnPitchValue)
 
void Server_Unreliable_SendYawValue (uint16 NewPawnPitchValue)
 
void Multicast_Unreliable_CameraPosition (const FVector_NetQuantize10 &CameraPosition)
 
void Multicast_Unreliable_SendPitchValue (uint16 NewPawnYawValue)
 
void Multicast_Unreliable_SendYawValue (uint16 NewPawnYawValue)
 
virtual void ExitPersonalVehicle ()
 
virtual void OnVehicleHit (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit)
 
virtual void OnVehicleBeginOverlap (AActor *OverlappedActor, AActor *OtherActor)
 
virtual void OnVehicleEndOverlap (AActor *OverlappedActor, AActor *OtherActor)
 
virtual void OnSelected (APlayerController *Sender, class UPrimitiveComponent *Component)
 
virtual void OnHighlighted (APlayerController *Sender, class UPrimitiveComponent *Component)
 
virtual void OnRep_WeaponComponent ()
 
virtual void OnRep_IsBoosting ()
 
virtual void OnRep_Driver ()
 
virtual void OnRep_Health (float PreviousHealth)
 
virtual void OnRep_Boost ()
 
virtual float GetTimeSinceLastDamage () const override
 

Protected Attributes

FText VehicleName
 
TArray< FName > FiringSockets
 
bool bAlignCameraOnVehicleEnter = false
 
TSubclassOf< AKillCameraActorKillCamActorClass = NULL
 
float KillCameraDistance = 0.0f
 
FVector2D MaxTerrainConformAngle = FVector2D(45.0f, 45.0f)
 
bool bCollisionDamagesVehicle = false
 
TSubclassOf< UDamageType > VehicleCollisionDamageTakenType
 
float VehicleDamageOnCollisionAmount = 100.f
 
float MinSpeedRequiredForTakingDamage = 30.f
 
float CollisionAngleDamageMultiplier = 1.f
 
bool bCollisionDamagesOthers = false
 
TSubclassOf< UDamageType > VehicleCollisionDamageInflictedType
 
float CharactersDamageOnCollisionAmount = 100.f
 
float MinSpeedRequiredForApplyingDamage = 30.f
 
bool bCollisionPushesCharacters = false
 
float CharactersImpulseOnCollisionAmount = 5000.f
 
float CharactersImpulseOnCollisionMaxAmount = 20000.f
 
float CharactersImpulseOnCollisionVerticalOffset = 10.f
 
float ConstantForwardAmount = 0.0f
 
float BoostMultiplier = 5.0f
 
float VerticalSensitivity = 35.f
 
float HorizontalSensitivity = 35.f
 
float ForwardSpeedMultiplier = 1.f
 
float SidewaysSpeedMultiplier = .5f
 
float ThrottleUpMultiplier = 1.f
 
float ThrottleDownMultiplier = 1.f
 
bool bAllowCosmeticTilts = true
 
float MaxHoverTilt = 10.0f
 
float MaxHoverPitch = 10.0f
 
bool bHasGravityInFlyingMode = false
 
float TerrainConformSpeed = 4.0f
 
float FallingForwardTilt = 0.25f
 
bool IgnoreTerrainPitch = false
 
float VehicleMeshSmoothingSpeed = 5.0f
 
float TerrainConformSpeedFalling = 1.0f
 
float HoverAdjustmentSpeed = 100.0f
 
float MaxFloorAngleToAlignInput = 30.0f
 
bool bMoveVehicleRelative = false
 
bool bRotateMeshToVelocityDirection = false
 
float RotateMeshToStrafeDirectionSpeed = 10.0f
 
class UCurveFloat * BoostDrainCurve = NULL
 
bool bCanRespawn = true
 
bool bVehicleCanBeUsedForSpawn = true
 
bool bPlayerCanSpawnInside = true
 
bool bPlayerCanSpawnNearby = false
 
float RespawnTime = 25.f
 
float PostLifeDuration = 5.0f
 
float DeathImpulseForce = 1000.0f
 
bool bRetainLastKnownZeroingWhenNoHit = true
 
float AimMinDistanceForZeroing = 1000.f
 
float AimDefaultZeroing = 100000000.f
 
float MaxAimAngleDeviation = 15.f
 
TAssetPtr< UTexture2D > VehicleSeatsHUDIcon = NULL
 
TAssetPtr< UTexture2D > VehicleMapIcon = NULL
 
TSoftObjectPtr< UTexture2D > VehicleHudIcon = NULL
 
TSoftObjectPtr< UTexture2D > VehicleRadarIcon = NULL
 
float VehicleDownBobSpeed = 5.f
 
float VehicleUpBobSpeed = 15.f
 
float VehicleBobDistance = 100.0f
 
bool bDisplayOnly = false
 
int32 CachedTeam = INDEX_NONE
 
bool bVehicleCanBoost = true
 
float MinimumVehicleExplosionDamage = 10.0f
 
float BaseVehicleExplosionDamage = 50.0f
 
float ExplosionInnerRadius = 1000.0f
 
float ExplosionOuterRadius = 2000.0f
 
float ExplosionDamageFallOff = 1.0f
 
bool bCanBeInteractedWith = true
 
float DriverVelocityTransferRate = 0.0f
 
float ExitTime = 0.5f
 
float DamageTransferMultiplier = 0.0f
 
float MaxLockOnRange = 0.f
 
FVector2D LockOnScreenPercentage = FVector2D::ZeroVector
 
USceneComponent * MeshPivotPoint = NULL
 
UCameraComponent * Camera = NULL
 
USpringArmComponent * SpringArm = NULL
 
UDamageHistoryComponent * DamageHistoryComponent = NULL
 
UVehicleSeatComponentDriverSeat = NULL
 
UInteractableComponent * InteractableComponent = NULL
 
UAfflictionComponent * AfflictionComponent = NULL
 
float Health = 100.0f
 
float MaxHealth = 100.0f
 
bool bArmored = true
 
FVector CameraLocation
 
TWeakObjectPtr< AProjectXCharacterDriver = NULL
 
UWeaponComponent * VehicleWeaponComponent
 
float LastDamageTime = -MAX_FLT
 
bool bIsBoosting = false
 
float Boost = 100.0f
 
uint8 PackedAcceleration = 0
 
float MaxBoost = 100.0f
 
float BoostRegenRate = 15.0f
 
float BoostDrainRate = 15.0f
 
FString VehicleID = ""
 
bool bVisible = true
 
float UnoccupiedLifeDuration = 15.0f
 
float SelfDestructionMinDistance = 500.0f
 
float MinimumDriverDurationTime = 2.0f
 
TSubclassOf< UCameraModifier > BoostCameraModifierClass = nullptr
 
float BoostFOVModifier = 10.0f
 
float BoostAlphaBlend = 1.0f
 
float BoostDepthOfFieldFStop = 20.0f
 
float BoostDepthOfFieldFocalDistance = 36.0f
 
bool bInitializeVehicleHealth = true
 
TSubclassOf< class UWeaponInstanceVehicleExplosionWeaponInstanceClass = nullptr
 
TSubclassOf< class UDamageType > VehicleExplosionDamageTypeClass
 
TArray< TWeakObjectPtr< AProjectXCharacter > > IgnoredCharactersFromVehicleCollision
 
TArray< TWeakObjectPtr< UVehicleSeatComponent > > Seats
 
TWeakObjectPtr< AProjectXCharacterLastDriver = NULL
 
TWeakObjectPtr< UCameraModifier > BoostCameraModifierInstance = NULL
 
FTransform SpawnTransform = FTransform::Identity
 
bool bDead = false
 
bool bDriving = false
 
float NextRotationSendTime = 0.0f
 
float AimTargetForwardOffset = 2000.f
 
float HealthRegenRate = 0.0f
 
float LastKnownZeroing = -1.f
 
bool bRotationFlipFlop = false
 
FRotator CurrentLookRotation = FRotator::ZeroRotator
 
int32 FiringSocketCounter = 0
 
float LastOccupantLeftTime = 0.f
 
FTimerHandle SelfDestructionTimer
 
FTimerHandle MaxBoostTimer
 
FTimerHandle BoostCooldownTimer
 
float DriverEnterTime = 0.f
 
bool bIsInKillCam = false
 
float BoostUsageTime = 0.0f
 

Friends

class UVehicleSeatComponent
 
class UProjectXVehicleMovementComponent
 

Member Function Documentation

◆ AddComponentForCollisionComputations()

void AProjectXVehicle::AddComponentForCollisionComputations ( UPrimitiveComponent *const  PrimitiveComponent)
virtual

◆ AttemptToBecomeDriver()

bool AProjectXVehicle::AttemptToBecomeDriver ( AProjectXCharacter Character)
virtual

◆ BeginPlay()

void AProjectXVehicle::BeginPlay ( )
overrideprotectedvirtual

◆ CanBeInteractedWith()

bool AProjectXVehicle::CanBeInteractedWith ( const UPrimitiveComponent *  Component,
const APlayerController *  EventSender 
) const
overridevirtual

Reimplemented from IInteractableInterface.

◆ CanBeLockedOn()

bool AProjectXVehicle::CanBeLockedOn ( const AActor *  LockInstigator) const
overridevirtual

Reimplemented from ILockOnTargetInterface.

◆ CanBeRepaired()

bool AProjectXVehicle::CanBeRepaired ( const AActor *  RepairInstigator) const
overridevirtual

Reimplemented from IHealthInterface.

◆ CanBeSpotted()

ESpotReply AProjectXVehicle::CanBeSpotted ( const AActor *  SpotInstigator,
ESpotType  SpotType 
) const
overridevirtual

Reimplemented from ISpottableInterface.

◆ CanEnterVehicle()

bool AProjectXVehicle::CanEnterVehicle ( AProjectXCharacter Character) const
virtual

◆ CanExitVehicle()

bool AProjectXVehicle::CanExitVehicle ( ) const

◆ CanSpawnPlayer()

bool AProjectXVehicle::CanSpawnPlayer ( const AProjectXPlayerState Instigator) const
overridevirtual

Reimplemented from ISpawnTargetInterface.

◆ Client_StopJumping()

void AProjectXVehicle::Client_StopJumping ( )
protected

◆ Die()

void AProjectXVehicle::Die ( float  Damage,
struct FDamageEvent const &  DamageEvent,
AController *  EventInstigator,
AActor *  DamageCauser,
APlayerState *  InstigatorPlayerState 
)
virtual

◆ DoesVehicleMoveRelativeToSelf()

FORCEINLINE bool AProjectXVehicle::DoesVehicleMoveRelativeToSelf ( ) const
inlineprotected

◆ DriverChangedEvent()

void AProjectXVehicle::DriverChangedEvent ( AProjectXCharacter PreviousDriver,
AProjectXCharacter NewDriver 
)

◆ DriverEnter()

bool AProjectXVehicle::DriverEnter ( AProjectXCharacter Character)
protectedvirtual

◆ DriverLeave()

bool AProjectXVehicle::DriverLeave ( AProjectXCharacter Character,
bool  bForceLeave 
)
protectedvirtual

◆ EndPlay()

void AProjectXVehicle::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overrideprotectedvirtual

◆ EnterVehicle()

bool AProjectXVehicle::EnterVehicle ( AProjectXCharacter Character,
UVehicleSeatComponent PreferredSeat = NULL 
)
virtual

◆ ExitPersonalVehicle()

void AProjectXVehicle::ExitPersonalVehicle ( )
protectedvirtual

◆ FindExitDestination()

bool AProjectXVehicle::FindExitDestination ( AProjectXCharacter Character,
FTransform &  Transform 
) const
protectedvirtual

◆ GetAfflictionComponent()

UAfflictionComponent * AProjectXVehicle::GetAfflictionComponent ( ) const
overridevirtual

Reimplemented from IHealthInterface.

◆ GetAimStartPoint()

FVector AProjectXVehicle::GetAimStartPoint ( ) const

◆ GetAimTargetPoint()

FVector AProjectXVehicle::GetAimTargetPoint ( ) const
virtual

◆ GetBestAvailableSeat()

UVehicleSeatComponent * AProjectXVehicle::GetBestAvailableSeat ( const AProjectXCharacter Character) const
virtual

◆ GetBoostMultiplier()

virtual float AProjectXVehicle::GetBoostMultiplier ( ) const
inlinevirtual

◆ GetBoostRegenRate()

virtual float AProjectXVehicle::GetBoostRegenRate ( ) const
inlinevirtual

◆ GetCachedTeam()

int32 AProjectXVehicle::GetCachedTeam ( ) const
virtual

◆ GetCanSpawnOnCombatTarget()

bool AProjectXVehicle::GetCanSpawnOnCombatTarget ( ) const
overridevirtual

Reimplemented from ISpawnTargetInterface.

◆ GetClampedAimRotationToVehicleForward()

FRotator AProjectXVehicle::GetClampedAimRotationToVehicleForward ( const FRotator &  ForwardRotation,
const FVector &  ForwardLocation 
) const

◆ GetClosestEntryLocation()

UVehicleSeatComponent * AProjectXVehicle::GetClosestEntryLocation ( AProjectXCharacter Character,
FVector &  Location 
) const
protectedvirtual

◆ GetClosestSeatName()

FName AProjectXVehicle::GetClosestSeatName ( const APlayerController *  QueryController) const
protectedvirtual

◆ GetCurrentBoost()

virtual float AProjectXVehicle::GetCurrentBoost ( ) const
inlinevirtual

◆ GetDriver()

FORCEINLINE AProjectXCharacter * AProjectXVehicle::GetDriver ( ) const
inline

◆ GetDriverSeat()

FORCEINLINE UVehicleSeatComponent * AProjectXVehicle::GetDriverSeat ( ) const
inline

◆ GetExitTime()

FORCEINLINE float AProjectXVehicle::GetExitTime ( ) const
inline

◆ GetHealth()

float AProjectXVehicle::GetHealth ( ) const
overridevirtual

Reimplemented from IHealthInterface.

◆ GetHighlightText()

FText AProjectXVehicle::GetHighlightText ( const UPrimitiveComponent *  Component,
const APlayerController *  EventSender 
) const
overridevirtual

Reimplemented from IInteractableInterface.

◆ GetHudIcon()

virtual TSoftObjectPtr< UTexture2D > AProjectXVehicle::GetHudIcon ( ) const
inlineoverridevirtual

Reimplemented from ITrackableInterface.

◆ GetIgnoredActors()

TArray< AActor * > AProjectXVehicle::GetIgnoredActors ( )
virtual

◆ GetImminentMissileWarningEndDelegate()

virtual FPawnImminentMissileWarningSignature & AProjectXVehicle::GetImminentMissileWarningEndDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetImminentMissileWarningStartDelegate()

virtual FPawnImminentMissileWarningSignature & AProjectXVehicle::GetImminentMissileWarningStartDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetIncomingProjectileEndDelegate()

virtual FPawnIncomingProjectileSignature & AProjectXVehicle::GetIncomingProjectileEndDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetIncomingProjectileStartDelegate()

virtual FPawnIncomingProjectileSignature & AProjectXVehicle::GetIncomingProjectileStartDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetIsDisplayOnly()

FORCEINLINE bool AProjectXVehicle::GetIsDisplayOnly ( ) const
inline

◆ GetKillCamMeshes()

TArray< UMeshComponent * > AProjectXVehicle::GetKillCamMeshes ( ) const
overridevirtual

Reimplemented from IKillCamInterface.

◆ GetKillCamWidgetPlacementPivot()

FVector AProjectXVehicle::GetKillCamWidgetPlacementPivot ( ) const

◆ GetLockOnEndDelegate()

virtual FPawnLockOnSignature & AProjectXVehicle::GetLockOnEndDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetLockOnMaxDistance()

virtual float AProjectXVehicle::GetLockOnMaxDistance ( )
inlinevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetLockOnScreenPercentage()

virtual FVector2D AProjectXVehicle::GetLockOnScreenPercentage ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetLockOnStartDelegate()

virtual FPawnLockOnSignature & AProjectXVehicle::GetLockOnStartDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetLockOnTentativeEndDelegate()

virtual FPawnLockOnSignature & AProjectXVehicle::GetLockOnTentativeEndDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetLockOnTentativeStartDelegate()

virtual FPawnLockOnSignature & AProjectXVehicle::GetLockOnTentativeStartDelegate ( )
inlineoverridevirtual

Reimplemented from ILockOnTargetInterface.

◆ GetMapIcon()

virtual TSoftObjectPtr< UTexture2D > AProjectXVehicle::GetMapIcon ( ) const
inlineoverridevirtual

Reimplemented from ITrackableInterface.

◆ GetMaxBoost()

virtual float AProjectXVehicle::GetMaxBoost ( ) const
inlinevirtual

◆ GetMaxHealth()

float AProjectXVehicle::GetMaxHealth ( ) const
overridevirtual

Reimplemented from IHealthInterface.

◆ GetObjectName()

virtual const FText & AProjectXVehicle::GetObjectName ( ) const
inlinevirtual

Reimplemented from IObjectInfoInterface.

◆ GetOccupants()

TArray< AProjectXCharacter * > AProjectXVehicle::GetOccupants ( ) const

◆ GetOwnedPlayerState()

APlayerState * AProjectXVehicle::GetOwnedPlayerState ( ) const
overridevirtual

Reimplemented from IOwnedInterface.

◆ GetOwnerName()

const FString AProjectXVehicle::GetOwnerName ( ) const
virtual

Reimplemented from IObjectInfoInterface.

◆ GetOwnerVehicle()

FORCEINLINE AProjectXVehicle * AProjectXVehicle::GetOwnerVehicle ( ) const
inline

◆ GetPawnViewLocation()

FVector AProjectXVehicle::GetPawnViewLocation ( ) const
overridevirtual

◆ GetPlayerCanSpawnInside()

FORCEINLINE bool AProjectXVehicle::GetPlayerCanSpawnInside ( ) const
inline

◆ GetPlayerCanSpawnNearby()

FORCEINLINE bool AProjectXVehicle::GetPlayerCanSpawnNearby ( ) const
inline

◆ GetProjectileTransform()

bool AProjectXVehicle::GetProjectileTransform ( FTransform &  Transform,
FName &  SocketName,
UVehicleSeatComponent Seat,
bool  CosmeticOnly = false 
)

◆ GetRadarIcon()

virtual TSoftObjectPtr< UTexture2D > AProjectXVehicle::GetRadarIcon ( ) const
inlineoverridevirtual

Reimplemented from ITrackableInterface.

◆ GetRespawnInformation()

bool AProjectXVehicle::GetRespawnInformation ( struct FRespawnInformation RespawnInfo)
virtual

◆ GetSeatByOccupant()

UVehicleSeatComponent * AProjectXVehicle::GetSeatByOccupant ( const AProjectXCharacter Character) const
virtual

◆ GetSeatList()

TArray< TWeakObjectPtr< UVehicleSeatComponent > > AProjectXVehicle::GetSeatList ( ) const

◆ GetSeats()

FORCEINLINE const TArray< TWeakObjectPtr< UVehicleSeatComponent > > & AProjectXVehicle::GetSeats ( ) const
inline

◆ GetSeatsHUDIcon()

FORCEINLINE TSoftObjectPtr< UTexture2D > AProjectXVehicle::GetSeatsHUDIcon ( ) const
inline

◆ GetSpawnLocation()

bool AProjectXVehicle::GetSpawnLocation ( AProjectXPlayerState SpawnInstigator,
FTransform &  Transform 
) const
overridevirtual

Reimplemented from ISpawnTargetInterface.

◆ GetSpottingTraceOffset()

virtual FVector AProjectXVehicle::GetSpottingTraceOffset ( ) const
inlineoverridevirtual

Reimplemented from ISpottableInterface.

◆ GetTeam()

int32 AProjectXVehicle::GetTeam ( ) const
overridevirtual

Reimplemented from ITeamInterface.

◆ GetTimeSinceLastDamage()

float AProjectXVehicle::GetTimeSinceLastDamage ( ) const
overrideprotectedvirtual

Reimplemented from IHealthInterface.

◆ GetTrackableInterfaceActor()

virtual AActor * AProjectXVehicle::GetTrackableInterfaceActor ( )
inlineoverridevirtual

Reimplemented from ITrackableInterface.

◆ GetVehicleHierarchy()

TArray< AProjectXVehicle * > AProjectXVehicle::GetVehicleHierarchy ( ) const

◆ GetVehicleID()

const FString & AProjectXVehicle::GetVehicleID ( ) const
inline

◆ GetVehicleIDStatic()

static FString AProjectXVehicle::GetVehicleIDStatic ( TSubclassOf< AProjectXVehicle VehicleClass)
inlinestatic

◆ GetVehicleName()

FORCEINLINE FText AProjectXVehicle::GetVehicleName ( ) const
inline

◆ GetVehicleRelativeAcceleration()

FVector AProjectXVehicle::GetVehicleRelativeAcceleration ( ) const

◆ GetVehicleWeaponComponent()

FORCEINLINE UWeaponComponent * AProjectXVehicle::GetVehicleWeaponComponent ( ) const
inline

◆ GetVelocity()

FVector AProjectXVehicle::GetVelocity ( ) const
overridevirtual

◆ GetViewRotation()

FRotator AProjectXVehicle::GetViewRotation ( ) const
overridevirtual

◆ GetWeaponInterpolatedRotation()

FRotator AProjectXVehicle::GetWeaponInterpolatedRotation ( float  DeltaTime,
const FRotator &  CurrentRotation,
const FRotator &  TargetRotation,
UVehicleSeatComponent Seat 
)

◆ HandleCollisionDamagesOthers()

void AProjectXVehicle::HandleCollisionDamagesOthers ( const FHitResult &  Hit)
virtual

◆ HandleCollisionDamagesVehicle()

void AProjectXVehicle::HandleCollisionDamagesVehicle ( const FHitResult &  Hit)
virtual

◆ HandleCollisionPushesCharacter()

void AProjectXVehicle::HandleCollisionPushesCharacter ( const FHitResult &  Hit)
virtual

◆ HasAnyOccupants()

bool AProjectXVehicle::HasAnyOccupants ( ) const
virtual

◆ HasAvailableSeat()

bool AProjectXVehicle::HasAvailableSeat ( ) const
virtual

◆ HasOwnerVehicle()

FORCEINLINE bool AProjectXVehicle::HasOwnerVehicle ( ) const
inline

◆ InitFromRespawnInformation()

void AProjectXVehicle::InitFromRespawnInformation ( const struct FRespawnInformation RespawnInfo)
virtual

◆ InternalTakeRadialDamage()

float AProjectXVehicle::InternalTakeRadialDamage ( float  Damage,
FRadialDamageEvent const &  RadialDamageEvent,
class AController *  EventInstigator,
class AActor *  DamageCauser 
)
overridevirtual

◆ IsAccelerating()

bool AProjectXVehicle::IsAccelerating ( const EAccelerationDirection  Direction) const
virtual

◆ IsAPersonalVehicle()

bool AProjectXVehicle::IsAPersonalVehicle ( ) const

◆ IsArmored()

virtual bool AProjectXVehicle::IsArmored ( ) const
inlineoverridevirtual

Reimplemented from IHealthInterface.

◆ IsBoosting()

bool AProjectXVehicle::IsBoosting ( ) const
virtual

◆ IsDead()

bool AProjectXVehicle::IsDead ( ) const
overridevirtual

Reimplemented from IHealthInterface.

◆ IsHoverVehicle()

FORCEINLINE bool AProjectXVehicle::IsHoverVehicle ( ) const
inlineprotected

◆ IsInteractionDisabled()

bool AProjectXVehicle::IsInteractionDisabled ( ) const
inline

◆ IsMoving()

FORCEINLINE bool AProjectXVehicle::IsMoving ( ) const
inline

◆ IsMovingBackwards()

FORCEINLINE bool AProjectXVehicle::IsMovingBackwards ( ) const
inline

◆ IsMovingForward()

FORCEINLINE bool AProjectXVehicle::IsMovingForward ( ) const
inline

◆ IsOccupant()

FORCEINLINE bool AProjectXVehicle::IsOccupant ( const AProjectXCharacter Character) const
inline

◆ IsVehicleInHierarchy()

bool AProjectXVehicle::IsVehicleInHierarchy ( const AProjectXVehicle Vehicle) const

◆ IsVisible()

virtual bool AProjectXVehicle::IsVisible ( ) const
inlinevirtual

◆ Jump()

void AProjectXVehicle::Jump ( )
overrideprotectedvirtual

◆ K2_GetSeats()

TArray< UVehicleSeatComponent * > AProjectXVehicle::K2_GetSeats ( ) const

◆ K2_VehicleSetAsDisplay()

void AProjectXVehicle::K2_VehicleSetAsDisplay ( )

◆ Landed()

void AProjectXVehicle::Landed ( const FHitResult &  Hit)
overrideprotectedvirtual

◆ LeaveVehicle()

bool AProjectXVehicle::LeaveVehicle ( AProjectXCharacter Character,
bool  bForceLeave = false,
bool  bEject = false 
)
virtual

◆ LookUp()

void AProjectXVehicle::LookUp ( float  Value)
protectedvirtual

◆ LookUpAtRate()

void AProjectXVehicle::LookUpAtRate ( float  Rate)
protectedvirtual

◆ MoveForward()

void AProjectXVehicle::MoveForward ( float  Val)
protectedvirtual

◆ MoveIgnoreActorsAddVehicle()

void AProjectXVehicle::MoveIgnoreActorsAddVehicle ( AActor *const  ActorToIgnore)

◆ MoveIgnoreActorsRemoveVehicle()

void AProjectXVehicle::MoveIgnoreActorsRemoveVehicle ( AActor *const  ActorToIgnore)

◆ MoveRight()

void AProjectXVehicle::MoveRight ( float  Val)
protectedvirtual

◆ MoveUp()

void AProjectXVehicle::MoveUp ( float  Vaue)
protectedvirtual

◆ Multicast_Unreliable_CameraPosition()

void AProjectXVehicle::Multicast_Unreliable_CameraPosition ( const FVector_NetQuantize10 &  CameraPosition)
protected

◆ Multicast_Unreliable_SendPitchValue()

void AProjectXVehicle::Multicast_Unreliable_SendPitchValue ( uint16  NewPawnYawValue)
protected

◆ Multicast_Unreliable_SendYawValue()

void AProjectXVehicle::Multicast_Unreliable_SendYawValue ( uint16  NewPawnYawValue)
protected

◆ OnDeathEvent()

void AProjectXVehicle::OnDeathEvent ( )

◆ OnHighlighted()

void AProjectXVehicle::OnHighlighted ( APlayerController *  Sender,
class UPrimitiveComponent *  Component 
)
protectedvirtual

◆ OnMoveUp()

void AProjectXVehicle::OnMoveUp ( )

◆ OnOwnerLeave()

void AProjectXVehicle::OnOwnerLeave ( )
overridevirtual

Reimplemented from IOwnedInterface.

◆ OnRep_Boost()

void AProjectXVehicle::OnRep_Boost ( )
protectedvirtual

◆ OnRep_Driver()

void AProjectXVehicle::OnRep_Driver ( )
protectedvirtual

◆ OnRep_Health()

void AProjectXVehicle::OnRep_Health ( float  PreviousHealth)
protectedvirtual

◆ OnRep_IsBoosting()

void AProjectXVehicle::OnRep_IsBoosting ( )
protectedvirtual

◆ OnRep_WeaponComponent()

void AProjectXVehicle::OnRep_WeaponComponent ( )
protectedvirtual

◆ OnSelected()

void AProjectXVehicle::OnSelected ( APlayerController *  Sender,
class UPrimitiveComponent *  Component 
)
protectedvirtual

◆ OnSwitchMovementMode()

void AProjectXVehicle::OnSwitchMovementMode ( bool  bNewDriving)
protectedvirtual

◆ OnVehicleBeginOverlap()

void AProjectXVehicle::OnVehicleBeginOverlap ( AActor *  OverlappedActor,
AActor *  OtherActor 
)
protectedvirtual

◆ OnVehicleEmpty()

void AProjectXVehicle::OnVehicleEmpty ( )
protectedvirtual

◆ OnVehicleEndOverlap()

void AProjectXVehicle::OnVehicleEndOverlap ( AActor *  OverlappedActor,
AActor *  OtherActor 
)
protectedvirtual

◆ OnVehicleHit()

void AProjectXVehicle::OnVehicleHit ( UPrimitiveComponent *  HitComponent,
AActor *  OtherActor,
UPrimitiveComponent *  OtherComp,
FVector  NormalImpulse,
const FHitResult &  Hit 
)
protectedvirtual

◆ PassengersChanged()

void AProjectXVehicle::PassengersChanged ( UVehicleSeatComponent Seat,
AProjectXCharacter PreviousPassenger 
)
protected

◆ PlayWeaponFireEffects()

void AProjectXVehicle::PlayWeaponFireEffects ( UWeaponInstanceVehicle Weapon)

◆ PostInitializeComponents()

void AProjectXVehicle::PostInitializeComponents ( )
overrideprotectedvirtual

◆ PreReplication()

void AProjectXVehicle::PreReplication ( IRepChangedPropertyTracker &  ChangedPropertyTracker)
overrideprotectedvirtual

◆ SendActorLookRotationAndPosition()

void AProjectXVehicle::SendActorLookRotationAndPosition ( )
protectedvirtual

◆ Server_ProcessHit()

void AProjectXVehicle::Server_ProcessHit ( const FHitResult &  Hit)
protected

◆ Server_ToggleBoost()

void AProjectXVehicle::Server_ToggleBoost ( const bool  bToggle)
protected

◆ Server_Unreliable_SendCameraLocation()

void AProjectXVehicle::Server_Unreliable_SendCameraLocation ( const FVector_NetQuantize10 &  CameraPosition)
protected

◆ Server_Unreliable_SendPitchValue()

void AProjectXVehicle::Server_Unreliable_SendPitchValue ( uint16  NewPawnPitchValue)
protected

◆ Server_Unreliable_SendYawValue()

void AProjectXVehicle::Server_Unreliable_SendYawValue ( uint16  NewPawnPitchValue)
protected

◆ SetAsDisplayOnly()

void AProjectXVehicle::SetAsDisplayOnly ( )
protectedvirtual

◆ SetDisplayDriver()

void AProjectXVehicle::SetDisplayDriver ( AProjectXCharacter CosmeticDriver)
protectedvirtual

◆ SetDriving()

void AProjectXVehicle::SetDriving ( bool  bNewDriving)
protectedvirtual

◆ SetHealth()

void AProjectXVehicle::SetHealth ( const float  NewHealth)
overridevirtual

Reimplemented from IHealthInterface.

◆ SetHealthRegenRate()

virtual void AProjectXVehicle::SetHealthRegenRate ( float  NewRate)
inlineoverridevirtual

Reimplemented from IHealthInterface.

◆ SetMaxHealth()

void AProjectXVehicle::SetMaxHealth ( const float  NewHealth)
overridevirtual

Reimplemented from IHealthInterface.

◆ SetupPlayerInputComponent()

void AProjectXVehicle::SetupPlayerInputComponent ( class UInputComponent *  PlayerInputComponent)
overrideprotectedvirtual

◆ ShouldTakeDamage()

bool AProjectXVehicle::ShouldTakeDamage ( float  Damage,
FDamageEvent const &  DamageEvent,
AController *  EventInstigator,
AActor *  DamageCauser 
) const
overridevirtual

◆ SpawnKillCamActor()

AKillCameraActor * AProjectXVehicle::SpawnKillCamActor ( )
overridevirtual

Reimplemented from IKillCamInterface.

◆ StartBoosting()

void AProjectXVehicle::StartBoosting ( )
protectedvirtual

◆ StartSelfDestruction()

void AProjectXVehicle::StartSelfDestruction ( UWorld *  World)
protectedvirtual

◆ StopBoosting()

void AProjectXVehicle::StopBoosting ( )
protectedvirtual

◆ StopJumping()

void AProjectXVehicle::StopJumping ( )
overrideprotectedvirtual

◆ StopSelfDestruction()

void AProjectXVehicle::StopSelfDestruction ( UWorld *  World)
protectedvirtual

◆ TakeDamage()

float AProjectXVehicle::TakeDamage ( float  Damage,
struct FDamageEvent const &  DamageEvent,
AController *  EventInstigator,
AActor *  DamageCauser 
)
overridevirtual

◆ TemporarilyIgnoreCharacterFromVehicleCollisions()

void AProjectXVehicle::TemporarilyIgnoreCharacterFromVehicleCollisions ( TWeakObjectPtr< AProjectXCharacter Character)
virtual

◆ Tick()

void AProjectXVehicle::Tick ( float  DeltaTime)
overrideprotectedvirtual

◆ TickBoost()

void AProjectXVehicle::TickBoost ( float  DeltaTime)
protectedvirtual

◆ TickHealthRegen()

void AProjectXVehicle::TickHealthRegen ( float  DeltaTime)
protectedvirtual

◆ ToggleBoost()

void AProjectXVehicle::ToggleBoost ( bool  bToggle)
protectedvirtual

◆ Turn()

void AProjectXVehicle::Turn ( float  Value)
protectedvirtual

◆ TurnAtRate()

void AProjectXVehicle::TurnAtRate ( float  Rate)
protectedvirtual

◆ UpdateCanInteractWith()

virtual void AProjectXVehicle::UpdateCanInteractWith ( bool  bCanInteract)
inlinevirtual

◆ UpdateVisibilityModifier()

void AProjectXVehicle::UpdateVisibilityModifier ( bool  NewVisibility)
inline

Friends And Related Function Documentation

◆ UProjectXVehicleMovementComponent

friend class UProjectXVehicleMovementComponent
friend

◆ UVehicleSeatComponent

friend class UVehicleSeatComponent
friend

Member Data Documentation

◆ AfflictionComponent

UAfflictionComponent* AProjectXVehicle::AfflictionComponent = NULL
protected

◆ AimDefaultZeroing

float AProjectXVehicle::AimDefaultZeroing = 100000000.f
protected

◆ AimMinDistanceForZeroing

float AProjectXVehicle::AimMinDistanceForZeroing = 1000.f
protected

◆ AimTargetForwardOffset

float AProjectXVehicle::AimTargetForwardOffset = 2000.f
protected

◆ bAlignCameraOnVehicleEnter

bool AProjectXVehicle::bAlignCameraOnVehicleEnter = false
protected

◆ bAllowCosmeticTilts

bool AProjectXVehicle::bAllowCosmeticTilts = true
protected

◆ bArmored

bool AProjectXVehicle::bArmored = true
protected

◆ BaseVehicleExplosionDamage

float AProjectXVehicle::BaseVehicleExplosionDamage = 50.0f
protected

◆ bCanBeInteractedWith

bool AProjectXVehicle::bCanBeInteractedWith = true
protected

◆ bCanRespawn

bool AProjectXVehicle::bCanRespawn = true
protected

◆ bCollisionDamagesOthers

bool AProjectXVehicle::bCollisionDamagesOthers = false
protected

◆ bCollisionDamagesVehicle

bool AProjectXVehicle::bCollisionDamagesVehicle = false
protected

◆ bCollisionPushesCharacters

bool AProjectXVehicle::bCollisionPushesCharacters = false
protected

◆ bDead

bool AProjectXVehicle::bDead = false
protected

◆ bDisplayOnly

bool AProjectXVehicle::bDisplayOnly = false
protected

◆ bDriving

bool AProjectXVehicle::bDriving = false
protected

◆ bHasGravityInFlyingMode

bool AProjectXVehicle::bHasGravityInFlyingMode = false
protected

Should this vehicle hover rather than fly?

◆ bInitializeVehicleHealth

bool AProjectXVehicle::bInitializeVehicleHealth = true
protected

◆ bIsBoosting

bool AProjectXVehicle::bIsBoosting = false
protected

◆ bIsInKillCam

bool AProjectXVehicle::bIsInKillCam = false
protected

◆ bMoveVehicleRelative

bool AProjectXVehicle::bMoveVehicleRelative = false
protected

Does the actor move relative to the camera or itself?

◆ Boost

float AProjectXVehicle::Boost = 100.0f
protected

◆ BoostAlphaBlend

float AProjectXVehicle::BoostAlphaBlend = 1.0f
protected

◆ BoostCameraModifierClass

TSubclassOf<UCameraModifier> AProjectXVehicle::BoostCameraModifierClass = nullptr
protected

◆ BoostCameraModifierInstance

TWeakObjectPtr<UCameraModifier> AProjectXVehicle::BoostCameraModifierInstance = NULL
protected

◆ BoostCooldownTimer

FTimerHandle AProjectXVehicle::BoostCooldownTimer
protected

◆ BoostDepthOfFieldFocalDistance

float AProjectXVehicle::BoostDepthOfFieldFocalDistance = 36.0f
protected

◆ BoostDepthOfFieldFStop

float AProjectXVehicle::BoostDepthOfFieldFStop = 20.0f
protected

◆ BoostDrainCurve

class UCurveFloat* AProjectXVehicle::BoostDrainCurve = NULL
protected

◆ BoostDrainRate

float AProjectXVehicle::BoostDrainRate = 15.0f
protected

◆ BoostFOVModifier

float AProjectXVehicle::BoostFOVModifier = 10.0f
protected

◆ BoostMultiplier

float AProjectXVehicle::BoostMultiplier = 5.0f
protected

◆ BoostRegenRate

float AProjectXVehicle::BoostRegenRate = 15.0f
protected

◆ BoostUsageTime

float AProjectXVehicle::BoostUsageTime = 0.0f
protected

◆ bPlayerCanSpawnInside

bool AProjectXVehicle::bPlayerCanSpawnInside = true
protected

◆ bPlayerCanSpawnNearby

bool AProjectXVehicle::bPlayerCanSpawnNearby = false
protected

◆ bRetainLastKnownZeroingWhenNoHit

bool AProjectXVehicle::bRetainLastKnownZeroingWhenNoHit = true
protected

◆ bRotateMeshToVelocityDirection

bool AProjectXVehicle::bRotateMeshToVelocityDirection = false
protected

Makes the mesh rotate to face velocity. This is an alternative to the movementcomponent's "orientobjecttofacedirection" because the actor's direction is often used for movement calculation. This keeps things purely cosmetic.

◆ bRotationFlipFlop

bool AProjectXVehicle::bRotationFlipFlop = false
protected

◆ bVehicleCanBeUsedForSpawn

bool AProjectXVehicle::bVehicleCanBeUsedForSpawn = true
protected

◆ bVehicleCanBoost

bool AProjectXVehicle::bVehicleCanBoost = true
protected

◆ bVisible

bool AProjectXVehicle::bVisible = true
protected

◆ CachedTeam

int32 AProjectXVehicle::CachedTeam = INDEX_NONE
protected

◆ Camera

UCameraComponent* AProjectXVehicle::Camera = NULL
protected

◆ CameraLocation

FVector AProjectXVehicle::CameraLocation
protected

◆ CharactersDamageOnCollisionAmount

float AProjectXVehicle::CharactersDamageOnCollisionAmount = 100.f
protected

◆ CharactersImpulseOnCollisionAmount

float AProjectXVehicle::CharactersImpulseOnCollisionAmount = 5000.f
protected

◆ CharactersImpulseOnCollisionMaxAmount

float AProjectXVehicle::CharactersImpulseOnCollisionMaxAmount = 20000.f
protected

◆ CharactersImpulseOnCollisionVerticalOffset

float AProjectXVehicle::CharactersImpulseOnCollisionVerticalOffset = 10.f
protected

◆ CollisionAngleDamageMultiplier

float AProjectXVehicle::CollisionAngleDamageMultiplier = 1.f
protected

◆ ConstantForwardAmount

float AProjectXVehicle::ConstantForwardAmount = 0.0f
protected

◆ CurrentLookRotation

FRotator AProjectXVehicle::CurrentLookRotation = FRotator::ZeroRotator
protected

◆ DamageHistoryComponent

UDamageHistoryComponent* AProjectXVehicle::DamageHistoryComponent = NULL
protected

◆ DamageTransferMultiplier

float AProjectXVehicle::DamageTransferMultiplier = 0.0f
protected

◆ DeathImpulseForce

float AProjectXVehicle::DeathImpulseForce = 1000.0f
protected

◆ Driver

TWeakObjectPtr<AProjectXCharacter> AProjectXVehicle::Driver = NULL
protected

◆ DriverEnterTime

float AProjectXVehicle::DriverEnterTime = 0.f
protected

◆ DriverSeat

UVehicleSeatComponent* AProjectXVehicle::DriverSeat = NULL
protected

◆ DriverVelocityTransferRate

float AProjectXVehicle::DriverVelocityTransferRate = 0.0f
protected

◆ ExitTime

float AProjectXVehicle::ExitTime = 0.5f
protected

◆ ExplosionDamageFallOff

float AProjectXVehicle::ExplosionDamageFallOff = 1.0f
protected

◆ ExplosionInnerRadius

float AProjectXVehicle::ExplosionInnerRadius = 1000.0f
protected

◆ ExplosionOuterRadius

float AProjectXVehicle::ExplosionOuterRadius = 2000.0f
protected

◆ FallingForwardTilt

float AProjectXVehicle::FallingForwardTilt = 0.25f
protected

Direction to tilt the vehicle when falling. (Tilt upwards for a cool bike wheely jump)

◆ FiringSocketCounter

int32 AProjectXVehicle::FiringSocketCounter = 0
protected

◆ FiringSockets

TArray<FName> AProjectXVehicle::FiringSockets
protected

◆ ForwardSpeedMultiplier

float AProjectXVehicle::ForwardSpeedMultiplier = 1.f
protected

◆ Health

float AProjectXVehicle::Health = 100.0f
protected

◆ HealthRegenRate

float AProjectXVehicle::HealthRegenRate = 0.0f
protected

◆ HorizontalSensitivity

float AProjectXVehicle::HorizontalSensitivity = 35.f
protected

◆ HoverAdjustmentSpeed

float AProjectXVehicle::HoverAdjustmentSpeed = 100.0f
protected

What height should the vehicle hover at?

◆ IgnoredCharactersFromVehicleCollision

TArray<TWeakObjectPtr<AProjectXCharacter> > AProjectXVehicle::IgnoredCharactersFromVehicleCollision
protected

◆ IgnoreTerrainPitch

bool AProjectXVehicle::IgnoreTerrainPitch = false
protected

The vehicle will not pitch (tile forwards/backwards) with the terrain if this is checked

◆ InteractableComponent

UInteractableComponent* AProjectXVehicle::InteractableComponent = NULL
protected

◆ KillCamActorClass

TSubclassOf<AKillCameraActor> AProjectXVehicle::KillCamActorClass = NULL
protected

◆ KillCameraDistance

float AProjectXVehicle::KillCameraDistance = 0.0f
protected

◆ LastDamageTime

float AProjectXVehicle::LastDamageTime = -MAX_FLT
protected

◆ LastDriver

TWeakObjectPtr<AProjectXCharacter> AProjectXVehicle::LastDriver = NULL
protected

◆ LastKnownZeroing

float AProjectXVehicle::LastKnownZeroing = -1.f
mutableprotected

◆ LastOccupantLeftTime

float AProjectXVehicle::LastOccupantLeftTime = 0.f
protected

◆ LockOnScreenPercentage

FVector2D AProjectXVehicle::LockOnScreenPercentage = FVector2D::ZeroVector
protected

◆ MaxAimAngleDeviation

float AProjectXVehicle::MaxAimAngleDeviation = 15.f
protected

◆ MaxBoost

float AProjectXVehicle::MaxBoost = 100.0f
protected

◆ MaxBoostTimer

FTimerHandle AProjectXVehicle::MaxBoostTimer
protected

◆ MaxFloorAngleToAlignInput

float AProjectXVehicle::MaxFloorAngleToAlignInput = 30.0f
protected

What's the max angle of a slope that we should conform to when providing input for hover vehicles? If the vehicle is on a slope of 45 degrees and MaxFloorAngleToAlignInput is 30, when you press forward, your input will be directed towards a 30 degree slope instead of the floor at 45

◆ MaxHealth

float AProjectXVehicle::MaxHealth = 100.0f
protected

◆ MaxHoverPitch

float AProjectXVehicle::MaxHoverPitch = 10.0f
protected

When moving left or right, how much shoudl the vehicle roll? Use a negative value to reverse it.

◆ MaxHoverTilt

float AProjectXVehicle::MaxHoverTilt = 10.0f
protected

When moving forwards or backwards, how much shoudl the vehicle tilt? Use a negative value to reverse it.

◆ MaxLockOnRange

float AProjectXVehicle::MaxLockOnRange = 0.f
protected

◆ MaxTerrainConformAngle

FVector2D AProjectXVehicle::MaxTerrainConformAngle = FVector2D(45.0f, 45.0f)
protected

◆ MeshPivotPoint

USceneComponent* AProjectXVehicle::MeshPivotPoint = NULL
protected

◆ MinimumDriverDurationTime

float AProjectXVehicle::MinimumDriverDurationTime = 2.0f
protected

◆ MinimumVehicleExplosionDamage

float AProjectXVehicle::MinimumVehicleExplosionDamage = 10.0f
protected

◆ MinSpeedRequiredForApplyingDamage

float AProjectXVehicle::MinSpeedRequiredForApplyingDamage = 30.f
protected

◆ MinSpeedRequiredForTakingDamage

float AProjectXVehicle::MinSpeedRequiredForTakingDamage = 30.f
protected

◆ NextRotationSendTime

float AProjectXVehicle::NextRotationSendTime = 0.0f
protected

◆ OnBoostingChanged

FVehicleLocomotionChangeSignature AProjectXVehicle::OnBoostingChanged

◆ OnDriverChanged

FDriverChangedSignature AProjectXVehicle::OnDriverChanged

◆ OnImminentMissileWarningEnd

FPawnImminentMissileWarningSignature AProjectXVehicle::OnImminentMissileWarningEnd

◆ OnImminentMissileWarningStart

FPawnImminentMissileWarningSignature AProjectXVehicle::OnImminentMissileWarningStart

◆ OnIncomingProjectileEnd

FPawnIncomingProjectileSignature AProjectXVehicle::OnIncomingProjectileEnd

◆ OnIncomingProjectileStart

FPawnIncomingProjectileSignature AProjectXVehicle::OnIncomingProjectileStart

◆ OnLand

FLandedSignature AProjectXVehicle::OnLand

◆ OnLockOnEnd

FPawnLockOnSignature AProjectXVehicle::OnLockOnEnd

◆ OnLockOnStart

FPawnLockOnSignature AProjectXVehicle::OnLockOnStart

◆ OnLockOnTentativeEnd

FPawnLockOnSignature AProjectXVehicle::OnLockOnTentativeEnd

◆ OnLockOnTentativeStart

FPawnLockOnSignature AProjectXVehicle::OnLockOnTentativeStart

◆ OnPassengerChanged

FPassengerChangedSignature AProjectXVehicle::OnPassengerChanged

◆ OnVehicleBoostChanged

FVehicleBoostChanged AProjectXVehicle::OnVehicleBoostChanged

◆ OnVehicleDied

FVehicleDiedEvent AProjectXVehicle::OnVehicleDied

◆ OnVehicleStartedBoosting

FVehicleBoostSignature AProjectXVehicle::OnVehicleStartedBoosting

◆ OnVehicleStoppedBoosting

FVehicleBoostSignature AProjectXVehicle::OnVehicleStoppedBoosting

◆ PackedAcceleration

uint8 AProjectXVehicle::PackedAcceleration = 0
protected

Acceleration input from our movement component bit-packed into a byte

◆ PostLifeDuration

float AProjectXVehicle::PostLifeDuration = 5.0f
protected

◆ RespawnTime

float AProjectXVehicle::RespawnTime = 25.f
protected

◆ RotateMeshToStrafeDirectionSpeed

float AProjectXVehicle::RotateMeshToStrafeDirectionSpeed = 10.0f
protected

Rate to rotate the mesh and face its velocity (2d only)

◆ Seats

TArray<TWeakObjectPtr<UVehicleSeatComponent> > AProjectXVehicle::Seats
protected

◆ SelfDestructionMinDistance

float AProjectXVehicle::SelfDestructionMinDistance = 500.0f
protected

◆ SelfDestructionTimer

FTimerHandle AProjectXVehicle::SelfDestructionTimer
protected

◆ SidewaysSpeedMultiplier

float AProjectXVehicle::SidewaysSpeedMultiplier = .5f
protected

◆ SpawnTransform

FTransform AProjectXVehicle::SpawnTransform = FTransform::Identity
protected

◆ SpringArm

USpringArmComponent* AProjectXVehicle::SpringArm = NULL
protected

◆ TerrainConformSpeed

float AProjectXVehicle::TerrainConformSpeed = 4.0f
protected

How Fast should the vehicle conform to the terrain? This function rotates the vehicle mesh to align with the mesh normals below it.

◆ TerrainConformSpeedFalling

float AProjectXVehicle::TerrainConformSpeedFalling = 1.0f
protected

How Fast should the vehicle conform to the terrain? This function rotates the vehicle mesh to align with the mesh normals below it.

◆ ThrottleDownMultiplier

float AProjectXVehicle::ThrottleDownMultiplier = 1.f
protected

◆ ThrottleUpMultiplier

float AProjectXVehicle::ThrottleUpMultiplier = 1.f
protected

◆ UnoccupiedLifeDuration

float AProjectXVehicle::UnoccupiedLifeDuration = 15.0f
protected

◆ VehicleBobDistance

float AProjectXVehicle::VehicleBobDistance = 100.0f
protected

◆ VehicleCollisionDamageInflictedType

TSubclassOf<UDamageType> AProjectXVehicle::VehicleCollisionDamageInflictedType
protected

◆ VehicleCollisionDamageTakenType

TSubclassOf<UDamageType> AProjectXVehicle::VehicleCollisionDamageTakenType
protected

◆ VehicleDamageOnCollisionAmount

float AProjectXVehicle::VehicleDamageOnCollisionAmount = 100.f
protected

◆ VehicleDownBobSpeed

float AProjectXVehicle::VehicleDownBobSpeed = 5.f
protected

◆ VehicleExplosionDamageTypeClass

TSubclassOf<class UDamageType> AProjectXVehicle::VehicleExplosionDamageTypeClass
protected

◆ VehicleExplosionWeaponInstanceClass

TSubclassOf<class UWeaponInstance> AProjectXVehicle::VehicleExplosionWeaponInstanceClass = nullptr
protected

◆ VehicleHudIcon

TSoftObjectPtr<UTexture2D> AProjectXVehicle::VehicleHudIcon = NULL
protected

◆ VehicleID

FString AProjectXVehicle::VehicleID = ""
protected

◆ VehicleMapIcon

TAssetPtr<UTexture2D> AProjectXVehicle::VehicleMapIcon = NULL
protected

◆ VehicleMeshSmoothingSpeed

float AProjectXVehicle::VehicleMeshSmoothingSpeed = 5.0f
protected

Flying vehicles with gravity will interpolate to their position so that they appear smoother and more "hovery". Higher number means faster interpolation.

◆ VehicleName

FText AProjectXVehicle::VehicleName
protected

◆ VehicleRadarIcon

TSoftObjectPtr<UTexture2D> AProjectXVehicle::VehicleRadarIcon = NULL
protected

◆ VehicleSeatsHUDIcon

TAssetPtr<UTexture2D> AProjectXVehicle::VehicleSeatsHUDIcon = NULL
protected

◆ VehicleUpBobSpeed

float AProjectXVehicle::VehicleUpBobSpeed = 15.f
protected

◆ VehicleWeaponComponent

UWeaponComponent* AProjectXVehicle::VehicleWeaponComponent
protected

◆ VerticalSensitivity

float AProjectXVehicle::VerticalSensitivity = 35.f
protected

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