#include <TelekenesisActor.h>
◆ ATelekenesisActor()
ATelekenesisActor::ATelekenesisActor |
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◆ BeginPlay()
void ATelekenesisActor::BeginPlay |
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overridevirtual |
◆ Die()
void ATelekenesisActor::Die |
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virtual |
◆ Follow()
void ATelekenesisActor::Follow |
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AProjectile *const |
Actor | ) |
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virtual |
◆ GetOwningComponent()
UTelekenesisComponent * ATelekenesisActor::GetOwningComponent |
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const |
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virtual |
◆ HasTarget()
bool ATelekenesisActor::HasTarget |
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const |
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inline |
◆ K2_Die()
void ATelekenesisActor::K2_Die |
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◆ K2_OnActorContextInfo()
void ATelekenesisActor::K2_OnActorContextInfo |
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AActor * |
Actor, |
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UPrimitiveComponent * |
Component, |
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int32 |
InstanceId |
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) |
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◆ K2_OnFollowProjectile()
void ATelekenesisActor::K2_OnFollowProjectile |
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AProjectile * |
Actor | ) |
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◆ K2_OnImpact()
void ATelekenesisActor::K2_OnImpact |
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const FHitResult & |
Hit | ) |
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◆ OnActorContextInfo()
void ATelekenesisActor::OnActorContextInfo |
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AActor * |
Actor, |
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UPrimitiveComponent * |
Component, |
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int32 |
InstanceId = INDEX_NONE |
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) |
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virtual |
◆ OnImpact()
void ATelekenesisActor::OnImpact |
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const FHitResult & |
Hit | ) |
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virtual |
◆ PullToPlayer()
void ATelekenesisActor::PullToPlayer |
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ACharacter *const |
Character | ) |
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virtual |
◆ ReleaseTimeout()
void ATelekenesisActor::ReleaseTimeout |
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virtual |
◆ SetCollisionComponent()
void ATelekenesisActor::SetCollisionComponent |
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UPrimitiveComponent *const |
InCollisionComponent | ) |
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virtual |
◆ SetReleased()
void ATelekenesisActor::SetReleased |
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virtual |
◆ TakeDamage()
float ATelekenesisActor::TakeDamage |
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float |
Damage, |
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struct FDamageEvent const & |
DamageEvent, |
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AController * |
EventInstigator, |
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AActor * |
DamageCauser |
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overridevirtual |
◆ Tick()
void ATelekenesisActor::Tick |
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float |
DeltaTime | ) |
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overridevirtual |
◆ bHideSelectedActor
bool ATelekenesisActor::bHideSelectedActor = false |
◆ DebrisEffect
UParticleSystem* ATelekenesisActor::DebrisEffect = nullptr |
◆ DestroyedEffect
UParticleSystem* ATelekenesisActor::DestroyedEffect = nullptr |
◆ PlayerPullOffset
FVector ATelekenesisActor::PlayerPullOffset = FVector(300.0f, 100.0f, 0.0f) |
◆ PlayerPullSpeed
float ATelekenesisActor::PlayerPullSpeed = 10.0f |
◆ ProjectileFollowSpeed
float ATelekenesisActor::ProjectileFollowSpeed = 10.0f |
◆ PullSound
USoundBase* ATelekenesisActor::PullSound = nullptr |
◆ PushSound
USoundBase* ATelekenesisActor::PushSound = nullptr |
◆ SecondaryEffect
UParticleSystem* ATelekenesisActor::SecondaryEffect = nullptr |
◆ TakeDamageEffect
UParticleSystem* ATelekenesisActor::TakeDamageEffect = nullptr |
◆ VelocityOffsetMultiplier
float ATelekenesisActor::VelocityOffsetMultiplier = 20.0f |
The documentation for this class was generated from the following files: