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AAutoTurret Member List

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

AAutoTurret()AAutoTurret
ADefenseSystemPawn()ADefenseSystemPawn
AInteractablePawn()AInteractablePawn
AlertLevelADefenseSystemPawnprotected
AlertLevelDecreaseADefenseSystemPawnprotected
AlertLevelIncreaseADefenseSystemPawnprotected
AlertLevelThresholdADefenseSystemPawnprotected
AlertUpdateFrequencyADefenseSystemPawnprotected
AudioReactionComponentAInteractablePawnprotected
bActiveADefenseSystemPawnprivate
bAlertADefenseSystemPawnprotected
bAutoActivateADefenseSystemPawnprotected
bDeadADefenseSystemPawnprotected
bDebuggingModeAInteractablePawnprotected
BeginPlay() overrideAAutoTurretprotectedvirtual
bInstantResetOnLostTargetADefenseSystemPawnprotected
CanStillSeePawn(APawn *Pawn) constADefenseSystemPawnprotected
CapsuleComponentAAutoTurretprotected
CategoryNameAInteractablePawnprivate
CharacterTypeADefenseSystemPawnprotected
CheckEnemySeen()ADefenseSystemPawnprivate
CheckVisibilityOfTargets()ADefenseSystemPawnprivate
CheckVisibilityTimerHandleADefenseSystemPawnprivate
CurrentTargetADefenseSystemPawnprivate
CurrentWeaponAAutoTurretprotected
DecreaseAlert()ADefenseSystemPawnprivate
DecreaseAlertTimerHandleADefenseSystemPawnprivate
EnemySeen() overrideAAutoTurretprotectedvirtual
EnemySeenTimerHandleADefenseSystemPawnprivate
GetActive() constADefenseSystemPawninline
GetActorEyesViewPoint(FVector &OutLocation, FRotator &OutRotation) const overrideAAutoTurretprotectedvirtual
GetCharacterFaction() const overrideADefenseSystemPawninlineprotectedvirtual
GetCharacterSecondaryMesh() constICharacterInterfaceinlinevirtual
GetCharacterType() const overrideADefenseSystemPawninlineprotectedvirtual
GetCurrentTarget(APawn *&Pawn) constADefenseSystemPawnprotected
GetCustomInteractionLocation() constAInteractablePawnprotected
GetDistanceToPawn(const APawn *Pawn) constADefenseSystemPawnprotected
GetGenericTeamId() const overrideADefenseSystemPawninlinevirtual
GetIsCharacter() const overrideADefenseSystemPawninlineprotectedvirtual
GetIsDead() const overrideADefenseSystemPawninlineprotectedvirtual
GetIsUpsideDown() const overrideAAutoTurretprotectedvirtual
GetRotationToTarget(const FVector &StartLocation)ADefenseSystemPawnprotectedvirtual
GetTargetRotation() const overrideADefenseSystemPawninlinevirtual
GetTargets()ADefenseSystemPawninlineprotected
GetTeamAttitudeTowards(const AActor &Other) const overrideADefenseSystemPawnvirtual
GetTeamID() constADefenseSystemPawninlineprotected
GetTotalDistanceScoreToAllTargets() constADefenseSystemPawnprotected
GunBoneNameAAutoTurretprotected
HealthComponentADefenseSystemPawnprotected
IncreaseAlert()ADefenseSystemPawnprivate
IncreaseAlertTimerHandleADefenseSystemPawnprivate
InteractableActorComponentAInteractablePawnprotected
InteractionDataUpdated()AInteractablePawnvirtual
IsPawnAlive(APawn *Pawn) constADefenseSystemPawnprotected
LoadGame() overrideAInteractablePawnprotectedvirtual
LogDebugError(const FString &Message) constAInteractablePawnprotected
LogDebugError(const FString &Message, const int32 Value) constAInteractablePawnprotected
LogDebugError(const FString &Message, const float Value) constAInteractablePawnprotected
LogDebugMessage(const FString &Message, const bool bWarning=false, const bool bError=false) constAInteractablePawnprotected
LogDebugMessage(const FString &Message, const int32 Value, const bool bWarning=false, const bool bError=false) constAInteractablePawnprotected
LogDebugMessage(const FString &Message, const float Value, const bool bWarning=false, const bool bError=false) constAInteractablePawnprotected
LogDebugMessage(const FString &Message, const bool bValue, const bool bWarning, const bool bError) constAInteractablePawnprotected
LogDebugWarning(const FString &Message) constAInteractablePawnprotected
LogDebugWarning(const FString &Message, const int32 Value) constAInteractablePawnprotected
LogDebugWarning(const FString &Message, const float Value) constAInteractablePawnprotected
LogOnScreenMessage(const int32 Key, const FString &Message, FColor Color=FColor::Green) constAInteractablePawnprotected
LostAllTargets() overrideAAutoTurretprotectedvirtual
LostTargetResetTimeADefenseSystemPawnprotected
LostTargetTimerHandleADefenseSystemPawnprivate
MeshComponentAAutoTurretprotected
NewTargetSeen(APawn *Pawn)ADefenseSystemPawnprotectedvirtual
OnActivated(const bool bValue)ADefenseSystemPawn
OnActivated_Implementation(const bool bValue)ADefenseSystemPawnvirtual
OnAlertChange(const float CurrentAlertLevel, const float MaxAlertLevel)ADefenseSystemPawnprotected
OnDeath(AActor *OwningActor, EDeathType DeathType, AActor *DeathCauser, AController *DeathInstigator) overrideAAutoTurretprotectedvirtual
OnHearPawn(APawn *Pawn, const FVector &Location, float Volume)ADefenseSystemPawnprivatevirtual
OnHostileSeen()ADefenseSystemPawnprotected
OnHostileSeenUpdate()ADefenseSystemPawnprotected
OnLostAllTargets()ADefenseSystemPawnprotected
OnNewTargetSeen(APawn *Pawn)ADefenseSystemPawnprotected
OnSeePawn(APawn *Pawn)ADefenseSystemPawnprivatevirtual
OnTargetLost()ADefenseSystemPawnprotected
OnTargetSeen(APawn *Pawn)ADefenseSystemPawnprotected
OnWeaponFire()AAutoTurretprotected
OwnerFactionADefenseSystemPawnprotected
PawnSensingComponentADefenseSystemPawnprotected
PerceptionStimuliComponentAInteractablePawnprotected
PointDamageTaken(AActor *DamagedActor, float Damage, class AController *InstigatedBy, FVector HitLocation, class UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, const class UDamageType *DamageType, AActor *DamageCauser)ADefenseSystemPawnprotectedvirtual
ReceiveEndFocus(AActor *Caller)AInteractablePawnvirtual
ReceiveOnEndInteract(AActor *Caller)AInteractablePawnvirtual
ReceiveOnEndOverlap(AActor *Caller)AInteractablePawnvirtual
ReceiveOnInteract(AActor *Caller, const EInteractionType InteractionType)AInteractablePawnvirtual
ReceiveOnOverlap(AActor *Caller)AInteractablePawnvirtual
ReceiveStartFocus(AActor *Caller)AInteractablePawnvirtual
ReceiveToggleSwitch(AActor *Caller, const bool bOn)AInteractablePawnvirtual
RootBoneNameAAutoTurretprotected
RotateToTarget() overrideAAutoTurretprotectedvirtual
SaveGame() overrideAInteractablePawnprotectedvirtual
SetActive(const bool bValue)ADefenseSystemPawn
SetCategoryName(const FLogCategoryBase &Category)AInteractablePawninlineprotected
SetCharacterVehicleMode(const EVehicleMode Mode) overrideADefenseSystemPawnprotectedvirtual
SetGenericTeamId(const FGenericTeamId &NewTeamID) overrideADefenseSystemPawnvirtual
SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent) overrideAInteractablePawnvirtual
StartRotationADefenseSystemPawnprotected
StartThreatIndication(AActor *PawnThreat)ICharacterInterfaceinlinevirtual
StopThreatIndication()ICharacterInterfaceinlinevirtual
TargetRotationADefenseSystemPawnprotected
TargetsADefenseSystemPawnprivate
TargetSeen(APawn *Pawn)ADefenseSystemPawnprotectedvirtual
TeamIDADefenseSystemPawnprotected
UpdateThreatIndication(const FVector &Location, const float DetectionAmount)ICharacterInterfaceinlinevirtual
VisibilityCheckFrequencyADefenseSystemPawnprotected
WeaponFire()AAutoTurretprotectedvirtual
WeaponFireFrequencyAAutoTurretprotected
WeaponFireTimerHandleAAutoTurretprivate