LEAP Documentation 40220
Documentation for the LEAP project
AProjectileExplosive Member List

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

ActorClassToSpawnAProjectileprotected
AddIgnoredActor(AActor *ActorToIgnore)AProjectile
AimTargetAProjectileprotected
AimTargetFalloffAProjectileprotected
ApplyRadialDamage(UObject *WorldContextObject, const FHitResult &HitInfo, const FVector &TargetLocation, TArray< AActor * > &HitActors, ECollisionChannel DamagePreventionChannel=ECC_Visibility, AController *InstigatorController=NULL, const UWeaponInstance *Weapon=NULL) constAProjectileExplosivevirtual
bCanBounceOffPawnAProjectileExplosiveprotected
bDestroyOnHitAProjectileprotected
BeginPlay() overrideAProjectileprotectedvirtual
bFinalBounceOnlyAProjectileExplosiveprotected
bLocallyOwnedProjectileAProjectileprotected
bReflectedProjectileAProjectileprotected
bSpawnActorOnHitAProjectileprotected
bSpawnedActorMatchesProjectileOrientationAProjectileprotected
CosmeticTransformAProjectile
CurrentBouncesAProjectileprotected
DamageModifierAProjectileprotected
DelayedExplosionTimeAProjectileExplosiveprotected
DelayedExplosionTimerHandleAProjectileExplosiveprotected
DelayedTimedExplosionExpired()AProjectileExplosive
Destroy(bool bNetForce=false, bool bShouldModifyLevel=true) overrideAProjectilevirtual
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideAWeaponInstanceActorvirtual
ExplosiveDamageAProjectileExplosiveprotected
ExplosiveDamageTypeAProjectileExplosiveprotected
ExplosiveFalloffExponentAProjectileExplosiveprotected
ExplosiveInnerRadiusAProjectileExplosiveprotected
ExplosiveMinDamageAProjectileExplosiveprotected
ExplosiveOuterRadiusAProjectileExplosiveprotected
GenerateHitRequest(AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit, const FRotator &CustomRotator=FRotator::ZeroRotator, const TArray< AActor * > DamagedActors=TArray< AActor * >()) overrideAProjectileExplosiveprotectedvirtual
GetActorToSpawnOnHit() constAProjectileinline
GetDamageModifier() constAProjectileinline
GetExplosiveDamage() constAProjectileExplosiveinline
GetImpactEffectTable() constAProjectileinline
GetOwnedPlayerState() const overrideAWeaponInstanceActorvirtual
GetOwningController() constIOwnedInterfaceinline
GetOwningController() constIOwnedInterfacevirtual
GetOwningPawn(AProjectXPlayerController *const OverrideController=nullptr) constAWeaponInstanceActorvirtual
GetOwningWeaponCDO() constAWeaponInstanceActor
GetOwningWeaponCDO() constAWeaponInstanceActorinline
GetOwningWeaponClass() constAWeaponInstanceActorinline
GetOwningWeaponComponent() constAWeaponInstanceActorvirtual
GetPlayerOwner() constAWeaponInstanceActorinline
GetProjectileID() constAProjectileinline
GetProjectilePath() constAProjectileinline
GetStartLocation() constAProjectileinline
GetTeam() const overrideAWeaponInstanceActorvirtual
GetTicketUsageCount() const overrideAProjectileExplosivevirtual
HomingTargetAProjectileprotected
IgnoredActorsAProjectileprotected
ImpactEffectTableAProjectileprotected
Init(const int32 ID, const uint8 InShotID, class UWeaponInstanceProjectile *Weapon)AProjectile
InitializeMovementComponent()AProjectileprotectedvirtual
InitialSpeedAProjectileprotected
IsLocallyOwned() constAWeaponInstanceActorinline
IsReflectedProjectile() constAProjectileinline
IsValidTeam(const ITeamInterface *const TeamInferface)ITeamInterfacestatic
K2_OnReleasedToObjectPool()IObjectPoolInterface
K2_OnSpawnedFromObjectPool()IObjectPoolInterface
LastHitAProjectileExplosiveprotected
LightComponentAProjectileprotected
LingerTimeAProjectileprotected
LingerTime1PAProjectileprotected
LingerTime3PAProjectileprotected
MaxBouncesAProjectileprotected
MeshComponentsAProjectileprotected
MovementComponentAProjectileprotected
Multicast_OnHit(AActor *SelfActor, AActor *OtherActor, const FVector &NormalImpulse, const FHitResult &Hit)AProjectileprotected
OnAccelerationTowardsHomingTargetNotify(bool bIsAccelerating)AProjectileprotected
OnHit(AActor *SelfActor, AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit) overrideAProjectileExplosiveprotectedvirtual
OnImpactAProjectile
OnOwnerDied()IOwnedInterfaceinlinevirtual
OnOwnerLeave() overrideAWeaponInstanceActorvirtual
OnReleasedToObjectPool() overrideAProjectileExplosivevirtual
OnSpawnedFromObjectPool() overrideAProjectileExplosivevirtual
OwningWeaponClassAWeaponInstanceActorprotected
PathCollectionTimerAProjectileprotected
PathPointRateAProjectileprotected
PlayerOwnerAWeaponInstanceActorprotected
ProjectileIDAProjectileprotected
ProjectileMovementAProjectileprotected
ProjectilePathAProjectileprotected
ScaleLerpSpeed1PAProjectileprotected
ScaleLerpSpeed3PAProjectileprotected
SetReflectedProjectile(bool const bInReflectedProjectile)AProjectile
SetTeam(int32 NewTeam)ITeamInterfaceinlinevirtual
SetWeaponInstanceClass(TSubclassOf< UWeaponInstance > WeaponInstanceClass)AWeaponInstanceActorinlinevirtual
ShotIDAProjectileprotected
ShouldSpawnActorOnHit() constAProjectileinline
SmoothInterpSpeed1PAProjectileprotected
SmoothInterpSpeed3PAProjectileprotected
SpawnImpactEffect(const FHitResult &Hit, AActor *OtherActor, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser)AProjectileprotectedvirtual
StartingCosmeticScaleMultiplier1PAProjectileprotected
StartingCosmeticScaleMultiplier3PAProjectileprotected
StartLocationAProjectileprotected
Tick(float DeltaTime) overrideAProjectileprotectedvirtual
TrailLocationAProjectileprotected
TrailParticleAProjectileprotected
TrailParticleSystemAProjectileprotected
TrailRotationAProjectileprotected
UpdateDamageModifier(float DamageModifierIn)AProjectileinline
UpdateProjectilePath()AProjectileprotected