ActorClassToSpawn | AProjectile | protected |
AddIgnoredActor(AActor *ActorToIgnore) | AProjectile | |
AimTarget | AProjectile | protected |
AimTargetFalloff | AProjectile | protected |
ApplyRadialDamage(UObject *WorldContextObject, const FHitResult &HitInfo, const FVector &TargetLocation, TArray< AActor * > &HitActors, ECollisionChannel DamagePreventionChannel=ECC_Visibility, AController *InstigatorController=NULL, const UWeaponInstance *Weapon=NULL) const | AProjectileExplosive | virtual |
bCanBounceOffPawn | AProjectileExplosive | protected |
bDestroyOnHit | AProjectile | protected |
BeginPlay() override | AProjectile | protectedvirtual |
bFinalBounceOnly | AProjectileExplosive | protected |
bLocallyOwnedProjectile | AProjectile | protected |
bReflectedProjectile | AProjectile | protected |
bSpawnActorOnHit | AProjectile | protected |
bSpawnedActorMatchesProjectileOrientation | AProjectile | protected |
CosmeticTransform | AProjectile | |
CurrentBounces | AProjectile | protected |
DamageModifier | AProjectile | protected |
DelayedExplosionTime | AProjectileExplosive | protected |
DelayedExplosionTimerHandle | AProjectileExplosive | protected |
DelayedTimedExplosionExpired() | AProjectileExplosive | |
Destroy(bool bNetForce=false, bool bShouldModifyLevel=true) override | AProjectile | virtual |
EndPlay(const EEndPlayReason::Type EndPlayReason) override | AWeaponInstanceActor | virtual |
ExplosiveDamage | AProjectileExplosive | protected |
ExplosiveDamageType | AProjectileExplosive | protected |
ExplosiveFalloffExponent | AProjectileExplosive | protected |
ExplosiveInnerRadius | AProjectileExplosive | protected |
ExplosiveMinDamage | AProjectileExplosive | protected |
ExplosiveOuterRadius | AProjectileExplosive | protected |
GenerateHitRequest(AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit, const FRotator &CustomRotator=FRotator::ZeroRotator, const TArray< AActor * > DamagedActors=TArray< AActor * >()) override | AProjectileExplosive | protectedvirtual |
GetActorToSpawnOnHit() const | AProjectile | inline |
GetDamageModifier() const | AProjectile | inline |
GetExplosiveDamage() const | AProjectileExplosive | inline |
GetImpactEffectTable() const | AProjectile | inline |
GetOwnedPlayerState() const override | AWeaponInstanceActor | virtual |
GetOwningController() const | IOwnedInterface | inline |
GetOwningController() const | IOwnedInterface | virtual |
GetOwningPawn(AProjectXPlayerController *const OverrideController=nullptr) const | AWeaponInstanceActor | virtual |
GetOwningWeaponCDO() const | AWeaponInstanceActor | |
GetOwningWeaponCDO() const | AWeaponInstanceActor | inline |
GetOwningWeaponClass() const | AWeaponInstanceActor | inline |
GetOwningWeaponComponent() const | AWeaponInstanceActor | virtual |
GetPlayerOwner() const | AWeaponInstanceActor | inline |
GetProjectileID() const | AProjectile | inline |
GetProjectilePath() const | AProjectile | inline |
GetStartLocation() const | AProjectile | inline |
GetTeam() const override | AWeaponInstanceActor | virtual |
GetTicketUsageCount() const override | AProjectileExplosive | virtual |
HomingTarget | AProjectile | protected |
IgnoredActors | AProjectile | protected |
ImpactEffectTable | AProjectile | protected |
Init(const int32 ID, const uint8 InShotID, class UWeaponInstanceProjectile *Weapon) | AProjectile | |
InitializeMovementComponent() | AProjectile | protectedvirtual |
InitialSpeed | AProjectile | protected |
IsLocallyOwned() const | AWeaponInstanceActor | inline |
IsReflectedProjectile() const | AProjectile | inline |
IsValidTeam(const ITeamInterface *const TeamInferface) | ITeamInterface | static |
K2_OnReleasedToObjectPool() | IObjectPoolInterface | |
K2_OnSpawnedFromObjectPool() | IObjectPoolInterface | |
LastHit | AProjectileExplosive | protected |
LightComponent | AProjectile | protected |
LingerTime | AProjectile | protected |
LingerTime1P | AProjectile | protected |
LingerTime3P | AProjectile | protected |
MaxBounces | AProjectile | protected |
MeshComponents | AProjectile | protected |
MovementComponent | AProjectile | protected |
Multicast_OnHit(AActor *SelfActor, AActor *OtherActor, const FVector &NormalImpulse, const FHitResult &Hit) | AProjectile | protected |
OnAccelerationTowardsHomingTargetNotify(bool bIsAccelerating) | AProjectile | protected |
OnHit(AActor *SelfActor, AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit) override | AProjectileExplosive | protectedvirtual |
OnImpact | AProjectile | |
OnOwnerDied() | IOwnedInterface | inlinevirtual |
OnOwnerLeave() override | AWeaponInstanceActor | virtual |
OnReleasedToObjectPool() override | AProjectileExplosive | virtual |
OnSpawnedFromObjectPool() override | AProjectileExplosive | virtual |
OwningWeaponClass | AWeaponInstanceActor | protected |
PathCollectionTimer | AProjectile | protected |
PathPointRate | AProjectile | protected |
PlayerOwner | AWeaponInstanceActor | protected |
ProjectileID | AProjectile | protected |
ProjectileMovement | AProjectile | protected |
ProjectilePath | AProjectile | protected |
ScaleLerpSpeed1P | AProjectile | protected |
ScaleLerpSpeed3P | AProjectile | protected |
SetReflectedProjectile(bool const bInReflectedProjectile) | AProjectile | |
SetTeam(int32 NewTeam) | ITeamInterface | inlinevirtual |
SetWeaponInstanceClass(TSubclassOf< UWeaponInstance > WeaponInstanceClass) | AWeaponInstanceActor | inlinevirtual |
ShotID | AProjectile | protected |
ShouldSpawnActorOnHit() const | AProjectile | inline |
SmoothInterpSpeed1P | AProjectile | protected |
SmoothInterpSpeed3P | AProjectile | protected |
SpawnImpactEffect(const FHitResult &Hit, AActor *OtherActor, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser) | AProjectile | protectedvirtual |
StartingCosmeticScaleMultiplier1P | AProjectile | protected |
StartingCosmeticScaleMultiplier3P | AProjectile | protected |
StartLocation | AProjectile | protected |
Tick(float DeltaTime) override | AProjectile | protectedvirtual |
TrailLocation | AProjectile | protected |
TrailParticle | AProjectile | protected |
TrailParticleSystem | AProjectile | protected |
TrailRotation | AProjectile | protected |
UpdateDamageModifier(float DamageModifierIn) | AProjectile | inline |
UpdateProjectilePath() | AProjectile | protected |