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LEAP Documentation 40220
Documentation for the LEAP project
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#include <ProjectXVehicle.h>
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 AKillCameraActor * | SpawnKillCamActor () 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 AProjectXCharacter * | GetDriver () const |
FORCEINLINE UVehicleSeatComponent * | GetDriverSeat () 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 AProjectXVehicle * | GetOwnerVehicle () 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 UVehicleSeatComponent * | GetSeatByOccupant (const AProjectXCharacter *Character) const |
virtual UVehicleSeatComponent * | GetBestAvailableSeat (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 |
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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 () |
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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 |
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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 |
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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 () |
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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 () |
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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 |
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virtual int32 | GetTeam () const |
virtual int32 | SetTeam (int32 NewTeam) |
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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 |
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virtual AKillCameraActor * | SpawnKillCamActor () |
virtual TArray< UMeshComponent * > | GetKillCamMeshes () const |
void | ToggleIsInKillCam (bool bInKillCam) |
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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) |
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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) |
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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 |
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FDamageSignature | PawnInterfaceDeathEvent |
FDamageSignature | PawnInterfaceDamageEvent |
FHealedSignature | PawnInterfaceHealedEvent |
FHealedSignature | PawnInterfaceShieldsRepairedEvent |
FHealthChangedSignature | PawnInterfaceHealthChangedEvent |
FHealthChangedSignature | PawnInterfaceShieldshangedEvent |
FHealthChangedSignature | PawnInterfaceShieldDepletedEvent |
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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 UVehicleSeatComponent * | GetClosestEntryLocation (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 |
Friends | |
class | UVehicleSeatComponent |
class | UProjectXVehicleMovementComponent |
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Reimplemented from IInteractableInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from IHealthInterface.
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Reimplemented from ISpottableInterface.
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bool AProjectXVehicle::CanExitVehicle | ( | ) | const |
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Reimplemented from ISpawnTargetInterface.
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void AProjectXVehicle::DriverChangedEvent | ( | AProjectXCharacter * | PreviousDriver, |
AProjectXCharacter * | NewDriver | ||
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Reimplemented from IHealthInterface.
FVector AProjectXVehicle::GetAimStartPoint | ( | ) | const |
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Reimplemented from ISpawnTargetInterface.
FRotator AProjectXVehicle::GetClampedAimRotationToVehicleForward | ( | const FRotator & | ForwardRotation, |
const FVector & | ForwardLocation | ||
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Reimplemented from IHealthInterface.
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Reimplemented from IInteractableInterface.
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Reimplemented from ITrackableInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from IKillCamInterface.
FVector AProjectXVehicle::GetKillCamWidgetPlacementPivot | ( | ) | const |
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ILockOnTargetInterface.
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Reimplemented from ITrackableInterface.
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Reimplemented from IHealthInterface.
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Reimplemented from IObjectInfoInterface.
TArray< AProjectXCharacter * > AProjectXVehicle::GetOccupants | ( | ) | const |
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Reimplemented from IOwnedInterface.
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Reimplemented from IObjectInfoInterface.
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bool AProjectXVehicle::GetProjectileTransform | ( | FTransform & | Transform, |
FName & | SocketName, | ||
UVehicleSeatComponent * | Seat, | ||
bool | CosmeticOnly = false |
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Reimplemented from ITrackableInterface.
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TArray< TWeakObjectPtr< UVehicleSeatComponent > > AProjectXVehicle::GetSeatList | ( | ) | const |
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Reimplemented from ISpawnTargetInterface.
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Reimplemented from ISpottableInterface.
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Reimplemented from ITeamInterface.
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Reimplemented from IHealthInterface.
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Reimplemented from ITrackableInterface.
TArray< AProjectXVehicle * > AProjectXVehicle::GetVehicleHierarchy | ( | ) | const |
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FVector AProjectXVehicle::GetVehicleRelativeAcceleration | ( | ) | const |
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FRotator AProjectXVehicle::GetWeaponInterpolatedRotation | ( | float | DeltaTime, |
const FRotator & | CurrentRotation, | ||
const FRotator & | TargetRotation, | ||
UVehicleSeatComponent * | Seat | ||
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bool AProjectXVehicle::IsAPersonalVehicle | ( | ) | const |
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Reimplemented from IHealthInterface.
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Reimplemented from IHealthInterface.
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bool AProjectXVehicle::IsVehicleInHierarchy | ( | const AProjectXVehicle * | Vehicle | ) | const |
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TArray< UVehicleSeatComponent * > AProjectXVehicle::K2_GetSeats | ( | ) | const |
void AProjectXVehicle::K2_VehicleSetAsDisplay | ( | ) |
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void AProjectXVehicle::MoveIgnoreActorsAddVehicle | ( | AActor *const | ActorToIgnore | ) |
void AProjectXVehicle::MoveIgnoreActorsRemoveVehicle | ( | AActor *const | ActorToIgnore | ) |
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void AProjectXVehicle::OnDeathEvent | ( | ) |
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void AProjectXVehicle::OnMoveUp | ( | ) |
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Reimplemented from IOwnedInterface.
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void AProjectXVehicle::PlayWeaponFireEffects | ( | UWeaponInstanceVehicle * | Weapon | ) |
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Reimplemented from IHealthInterface.
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Reimplemented from IHealthInterface.
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Reimplemented from IHealthInterface.
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Reimplemented from IKillCamInterface.
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Should this vehicle hover rather than fly?
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Does the actor move relative to the camera or itself?
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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.
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Direction to tilt the vehicle when falling. (Tilt upwards for a cool bike wheely jump)
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What height should the vehicle hover at?
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The vehicle will not pitch (tile forwards/backwards) with the terrain if this is checked
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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
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When moving left or right, how much shoudl the vehicle roll? Use a negative value to reverse it.
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When moving forwards or backwards, how much shoudl the vehicle tilt? Use a negative value to reverse it.
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FVehicleLocomotionChangeSignature AProjectXVehicle::OnBoostingChanged |
FDriverChangedSignature AProjectXVehicle::OnDriverChanged |
FPawnImminentMissileWarningSignature AProjectXVehicle::OnImminentMissileWarningEnd |
FPawnImminentMissileWarningSignature AProjectXVehicle::OnImminentMissileWarningStart |
FPawnIncomingProjectileSignature AProjectXVehicle::OnIncomingProjectileEnd |
FPawnIncomingProjectileSignature AProjectXVehicle::OnIncomingProjectileStart |
FLandedSignature AProjectXVehicle::OnLand |
FPawnLockOnSignature AProjectXVehicle::OnLockOnEnd |
FPawnLockOnSignature AProjectXVehicle::OnLockOnStart |
FPawnLockOnSignature AProjectXVehicle::OnLockOnTentativeEnd |
FPawnLockOnSignature AProjectXVehicle::OnLockOnTentativeStart |
FPassengerChangedSignature AProjectXVehicle::OnPassengerChanged |
FVehicleBoostChanged AProjectXVehicle::OnVehicleBoostChanged |
FVehicleDiedEvent AProjectXVehicle::OnVehicleDied |
FVehicleBoostSignature AProjectXVehicle::OnVehicleStartedBoosting |
FVehicleBoostSignature AProjectXVehicle::OnVehicleStoppedBoosting |
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Acceleration input from our movement component bit-packed into a byte
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Rate to rotate the mesh and face its velocity (2d only)
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How Fast should the vehicle conform to the terrain? This function rotates the vehicle mesh to align with the mesh normals below it.
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How Fast should the vehicle conform to the terrain? This function rotates the vehicle mesh to align with the mesh normals below it.
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Flying vehicles with gravity will interpolate to their position so that they appear smoother and more "hovery". Higher number means faster interpolation.
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