#include <WeaponInstanceStatics.h>
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static FVector | CorrectedGroundDirection (const FVector &Direction, AProjectXCharacter *Character) |
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static AActor * | GetClosestTarget (AActor *Owner, const FTransform &Origin, const float Range, TArray< TEnumAsByte< EObjectTypeQuery > > ObjectTypes) |
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static AActor * | GetClosestTargetInCone (AActor *Owner, const FTransform &ViewTransform, const FTransform &Origin, const float Angle, const float Range, TArray< TEnumAsByte< EObjectTypeQuery > > ObjectTypes) |
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static bool | TargetIsWithinAngle (const FTransform &Start, const FTransform &Target, const float MaxAngle) |
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static float | GetTargetAngle (const FTransform &Start, const FTransform &Target) |
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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()) |
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static FVector | GetDirectionAroundCone (FVector const &Direction, float HorizontalConeHalfAngleRad, float VerticalConeHalfAngleRad, const float Degrees) |
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static UTightAimWeaponBillboard * | CreateTightAimBillboard (UObject *WorldContextObject, TSubclassOf< UTightAimWeaponBillboard > TightAimBillboardClass, UWeaponInstance *Weapon, const TArray< FMaterialSpriteElement > &NewElements, const FName Socket) |
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◆ CorrectedGroundDirection()
FVector UWeaponInstanceStatics::CorrectedGroundDirection |
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const FVector & |
Direction, |
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AProjectXCharacter * |
Character |
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◆ CreateTightAimBillboard()
◆ GetClosestTarget()
AActor * UWeaponInstanceStatics::GetClosestTarget |
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AActor * |
Owner, |
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const FTransform & |
Origin, |
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const float |
Range, |
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TArray< TEnumAsByte< EObjectTypeQuery > > |
ObjectTypes |
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◆ GetClosestTargetInCone()
AActor * UWeaponInstanceStatics::GetClosestTargetInCone |
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AActor * |
Owner, |
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const FTransform & |
ViewTransform, |
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const FTransform & |
Origin, |
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const float |
Angle, |
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const float |
Range, |
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TArray< TEnumAsByte< EObjectTypeQuery > > |
ObjectTypes |
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◆ GetDirectionAroundCone()
FVector UWeaponInstanceStatics::GetDirectionAroundCone |
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FVector const & |
Direction, |
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float |
HorizontalConeHalfAngleRad, |
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float |
VerticalConeHalfAngleRad, |
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const float |
Degrees |
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◆ GetTargetAngle()
float UWeaponInstanceStatics::GetTargetAngle |
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const FTransform & |
Start, |
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const FTransform & |
Target |
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◆ IsValidTarget()
bool UWeaponInstanceStatics::IsValidTarget |
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const AActor * |
Owner, |
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const AActor * |
Target, |
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const FTransform & |
FirePoint, |
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bool |
bCheckVisibility = true , |
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bool |
bCanHitNeutralTargets = false , |
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bool |
bUseCustomTraceParams = false , |
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const FCustomTraceParams & |
CustomTraceParms = FCustomTraceParams() |
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◆ TargetIsWithinAngle()
bool UWeaponInstanceStatics::TargetIsWithinAngle |
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const FTransform & |
Start, |
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const FTransform & |
Target, |
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const float |
MaxAngle |
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The documentation for this class was generated from the following files: