Space Plunder
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AEBBullet Member List

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

AccumulatedDeltaAEBBulletprivate
AEBBullet()AEBBullet
ApplyWorldOffset(const FVector &InOffset, bool bWorldShift) overrideAEBBulletvirtual
BeginPlay() overrideAEBBulletvirtual
CanRetraceAEBBulletprivate
constAEBBullet
constAEBBullet
DeactivateToPool()AEBBulletprivate
DeactivationBroadcast()AEBBullet
FilterHits(TArray< FHitResult > Results, bool &hit) constAEBBulletprivate
GetAltitude(UWorld *World, FVector Location) constAEBBulletprivate
GetAltitudeDensity(float AltitudeMeter) constAEBBulletprivate
GetAltitudePressure(float AltitudeMeter) constAEBBulletprivate
GetAltitudeTemperature(float AltitudeMeter) constAEBBulletprivate
GetAttachedActorsRecursive(AActor *Actor, uint16 Depth=0) constAEBBulletprivate
GetCurveValue(const UCurveFloat *curve, float in, float deflt) constAEBBulletinlineprivate
GetFromPool(UWorld *World, UClass *BulletClass)AEBBulletprivatestatic
GetSafeLaunchIgnoredActors(AActor *Owner) constAEBBulletprivate
IsRecycledAEBBulletprivate
LastTraceDeltaAEBBulletprivate
LastTracePrevVelocityAEBBulletprivate
LastTraceStartAEBBulletprivate
LastTraceVelocityAEBBulletprivate
LifeSpanExpired() overrideAEBBulletvirtual
LocationAEBBullet
OnDeactivated()AEBBullet
OnImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor *Actor, USceneComponent *Component, FName BoneName, UPhysicalMaterial *PhysMaterial, FHitResult HitResult)AEBBullet
OnNetPredictedImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor *Actor, USceneComponent *Component, FName BoneName, UPhysicalMaterial *PhysMaterial, FHitResult HitResult)AEBBullet
OnTrace(FVector StartLocation, FVector EndLocation)AEBBullet
OnTrajectoryUpdateReceived(FVector Location, FVector OldVelocity, FVector NewVelocity)AEBBullet
PenetrationTrace(FVector start, FVector end, TWeakObjectPtr< UPrimitiveComponent, FWeakObjectPtr > comp, EPenTraceType penType, TEnumAsByte< ECollisionChannel > channel, FVector &exitLoc, FVector &exitNormal)AEBBulletprivate
PreviousVelocityAEBBullet
ReactivationBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor *BulletOwner, APawn *BulletInstigator)AEBBullet
Spawn(TSubclassOf< class AEBBullet > BulletClass, AActor *BulletOwner, APawn *BulletInstigator, FVector BulletLocation, FVector BulletVelocity)AEBBulletstatic
SpawnOrReactivate(UWorld *World, TSubclassOf< class AEBBullet > BulletClass, const FTransform &Transform, FVector BulletVelocity, AActor *BulletOwner, APawn *BulletInstigator)AEBBulletprivatestatic
SpawnWithExactVelocity(TSubclassOf< class AEBBullet > BulletClass, AActor *BulletOwner, APawn *BulletInstigator, FVector BulletLocation, FVector BulletVelocity)AEBBulletstatic
Step(float DeltaTime)AEBBulletprivate
Tick(float DeltaSeconds) overrideAEBBulletvirtual
Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte< ECollisionChannel > channel)AEBBulletprivate
UFUNCTION(BlueprintNativeEvent, Category="EBBullet|Flight") FVector UpdateVelocity(UWorld *WorldAEBBullet
UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") FVector GetWind(UWorld *WorldAEBBullet
UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") float GetAirDensity(UWorld *WorldAEBBullet
UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") float GetSpeedOfSound(UWorld *WorldAEBBullet
UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") bool CollisionFilter(FHitResult HitResult) constAEBBullet
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category="EBBullet|Pooling") void Deactivate()AEBBullet
UPROPERTY(Replicated, BlueprintReadWrite, Category="State") FVector VelocityAEBBullet
UPROPERTY(Replicated, BlueprintReadWrite, Category="State") FRandomStream RandomStreamAEBBullet
UPROPERTY(BlueprintReadWrite, Category="State") bool OwnerSafeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") bool DebugEnabledAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") float DebugTrailTimeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") float DebugTrailWidth=0AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") FLinearColor DebugTrailColorFastAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") FLinearColor DebugTrailColorSlowAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") bool DebugPoolingAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") FVector WindAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Select atmosphere model")) EEBAtmosphereType AtmosphereTypeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World", meta=(ToolTip="Air Density at sea level - in KG/m^3", ClampMin="0")) float SeaLevelAirDensityAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World", meta=(ToolTip="in cm/s", ClampMin="0")) float SeaLevelSpeedOfSoundAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World", meta=(ToolTip="Used for Density Curve atmosphere model")) UCurveFloat *AirDensityCurveAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") bool SpeedOfSoundVariesWithAltitudeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") UCurveFloat *SpeedOfSoundCurveAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") float WorldScaleAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Atmosphere pressure at 0,0,0 - in millibars", ClampMin="0")) float SeaLevelAirPressureAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Atmosphere Temperature at 0,0,0 - in degrees C")) float SeaLevelAirTemperatureAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Temperature Decrease With Altitude, degrees per meter")) float TemperatureLapseRate=0.00649fAEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Altitude at which temperature stops decreasing, in meters")) float TropopauseAltitudeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Specific Gas Constant, dry air = 287.058", ClampMin="0")) float SpecificGasConstantAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="World Origin Location")) FVector WorldCenterLocationAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Use spherical planet model to get altitude")) bool SphericalAltitudeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Planet radius, in Unreal units", EditCondition="SphericalAltitude", ClampMin="0")) float SeaLevelRadiusAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") bool OverrideGravityAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") FVector GravityAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch") bool SafeLaunchAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunch")) bool SafeLaunchIgnoreAttachParentAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunchIgnoreAttachParent")) bool SafeLaunchIgnoreAllAttachedAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunch", ClampMin="0")) float SafeDelayAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunch")) TArray< AActor * > SafeLaunchIgnoredActorsAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun") bool ShotgunAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun", meta=(EditCondition="Shotgun")) int ShotCountAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun", meta=(EditCondition="Shotgun")) float ShotSpread=0.01AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun", meta=(EditCondition="Shotgun")) float ShotVelocitySpread=0.01AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float MuzzleVelocityMinAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float MuzzleVelocityMaxAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight", meta=(ToolTip="Maximum bullet spread, in radians", ClampMin="0")) float Spread=0.0fAEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight", meta=(ToolTip="Spread bias, higher is more accurate on average", ClampMin="0")) float SpreadBias=0.0fAEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float Mass=0.005AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float Diameter=0.556AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float FormFactorAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") UCurveFloat *MachDragCurveAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float GrazingAngleExponentAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float MinPenetrationAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float MaxPenetrationAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationNormalization=0.5AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationNormalizationGrazing=0.0AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationEntryAngleSpread=0.1AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationExitAngleSpread=0.1AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetProbability=0.1AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetProbabilityGrazingAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetRestitution=0.1AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetFriction=0.0AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetSpread=0.1AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool SpeedControlsRicochetProbabilityAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool AddImpulseAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float ImpulseMultiplierAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") EPenTraceType DefaultPenTraceTypeAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") UEBMaterialResponseMap *MaterialResponseMapAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool MaterialDensityControlsPenetrationDepthAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool MaterialRestitutionControlsRicochetAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Replication") bool ReliableReplicationAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision", meta=(ToolTip="Allow components to collide, intended for use with trigger volumes. Do not use for actual collisions.")) bool AllowComponentCollisionsAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") TEnumAsByte< ECollisionChannel > TraceChannelAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") bool TraceComplexAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") float CollisionMarginAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision", meta=(ToolTip="Bullets with lower velocity will automatically despawn on impact, never despawn if set to zero or negative")) float DespawnVelocityAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") TArray< AActor * > IgnoredActorsAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation", meta=(ToolTip="Spawned bullet performs first trace immediately, instead of waiting for next simulation step")) bool DoFirstStepImmediatelyAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation", meta=(EditCondition="DoFirstStepImmediately")) bool RandomFirstStepDeltaAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation") bool FixedStepAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation", meta=(EditCondition="FixedStep", ClampMin="0")) float FixedStepSeconds=0.1AEBBulletpure virtual
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation") int MaxTracesPerStepAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Retrace") bool RetraceAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Retrace") bool RetraceOnAnotherChannelAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Retrace", meta=(EditCondition="RetraceOnAnotherChannel")) TEnumAsByte< ECollisionChannel > RetraceChannelAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Rotation") bool RotateActorAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Rotation") bool RotateRandomRollAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Pooling") bool EnablePoolingAEBBullet
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Pooling") int MaxPoolSizeAEBBullet
UPROPERTY() TArray< TWeakObjectPtr< AEBBullet > > PooledAEBBulletprivate
VelocityChangeBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity)AEBBullet
VelocityChangeBroadcastReliable(FVector_NetQuantize NewLocation, FVector NewVelocity)AEBBullet