LEAP Documentation 40220
Documentation for the LEAP project
UWeaponInstanceStatics Class Reference

#include <WeaponInstanceStatics.h>

Inheritance diagram for UWeaponInstanceStatics:

Static Public Member Functions

static FVector CorrectedGroundDirection (const FVector &Direction, AProjectXCharacter *Character)
 
static AActor * GetClosestTarget (AActor *Owner, const FTransform &Origin, const float Range, TArray< TEnumAsByte< EObjectTypeQuery > > ObjectTypes)
 
static AActor * GetClosestTargetInCone (AActor *Owner, const FTransform &ViewTransform, const FTransform &Origin, const float Angle, const float Range, TArray< TEnumAsByte< EObjectTypeQuery > > ObjectTypes)
 
static bool TargetIsWithinAngle (const FTransform &Start, const FTransform &Target, const float MaxAngle)
 
static float GetTargetAngle (const FTransform &Start, const FTransform &Target)
 
static bool IsValidTarget (const AActor *Owner, const AActor *Target, const FTransform &FirePoint, bool bCheckVisibility=true, bool bCanHitNeutralTargets=false, bool bUseCustomTraceParams=false, const FCustomTraceParams &CustomTraceParms=FCustomTraceParams())
 
static FVector GetDirectionAroundCone (FVector const &Direction, float HorizontalConeHalfAngleRad, float VerticalConeHalfAngleRad, const float Degrees)
 
static UTightAimWeaponBillboardCreateTightAimBillboard (UObject *WorldContextObject, TSubclassOf< UTightAimWeaponBillboard > TightAimBillboardClass, UWeaponInstance *Weapon, const TArray< FMaterialSpriteElement > &NewElements, const FName Socket)
 

Member Function Documentation

◆ CorrectedGroundDirection()

FVector UWeaponInstanceStatics::CorrectedGroundDirection ( const FVector &  Direction,
AProjectXCharacter Character 
)
static

◆ CreateTightAimBillboard()

UTightAimWeaponBillboard * UWeaponInstanceStatics::CreateTightAimBillboard ( UObject *  WorldContextObject,
TSubclassOf< UTightAimWeaponBillboard TightAimBillboardClass,
UWeaponInstance Weapon,
const TArray< FMaterialSpriteElement > &  NewElements,
const FName  Socket 
)
static

◆ GetClosestTarget()

AActor * UWeaponInstanceStatics::GetClosestTarget ( AActor *  Owner,
const FTransform &  Origin,
const float  Range,
TArray< TEnumAsByte< EObjectTypeQuery > >  ObjectTypes 
)
static

◆ GetClosestTargetInCone()

AActor * UWeaponInstanceStatics::GetClosestTargetInCone ( AActor *  Owner,
const FTransform &  ViewTransform,
const FTransform &  Origin,
const float  Angle,
const float  Range,
TArray< TEnumAsByte< EObjectTypeQuery > >  ObjectTypes 
)
static

◆ GetDirectionAroundCone()

FVector UWeaponInstanceStatics::GetDirectionAroundCone ( FVector const &  Direction,
float  HorizontalConeHalfAngleRad,
float  VerticalConeHalfAngleRad,
const float  Degrees 
)
static

◆ GetTargetAngle()

float UWeaponInstanceStatics::GetTargetAngle ( const FTransform &  Start,
const FTransform &  Target 
)
static

◆ IsValidTarget()

bool UWeaponInstanceStatics::IsValidTarget ( const AActor *  Owner,
const AActor *  Target,
const FTransform &  FirePoint,
bool  bCheckVisibility = true,
bool  bCanHitNeutralTargets = false,
bool  bUseCustomTraceParams = false,
const FCustomTraceParams CustomTraceParms = FCustomTraceParams() 
)
static

◆ TargetIsWithinAngle()

bool UWeaponInstanceStatics::TargetIsWithinAngle ( const FTransform &  Start,
const FTransform &  Target,
const float  MaxAngle 
)
static

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