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Space Plunder
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This is the complete list of members for AEBBullet, including all inherited members.
| AccumulatedDelta | AEBBullet | private |
| AEBBullet() | AEBBullet | |
| ApplyWorldOffset(const FVector &InOffset, bool bWorldShift) override | AEBBullet | virtual |
| BeginPlay() override | AEBBullet | virtual |
| CanRetrace | AEBBullet | private |
| const | AEBBullet | |
| const | AEBBullet | |
| DeactivateToPool() | AEBBullet | private |
| DeactivationBroadcast() | AEBBullet | |
| FilterHits(TArray< FHitResult > Results, bool &hit) const | AEBBullet | private |
| GetAltitude(UWorld *World, FVector Location) const | AEBBullet | private |
| GetAltitudeDensity(float AltitudeMeter) const | AEBBullet | private |
| GetAltitudePressure(float AltitudeMeter) const | AEBBullet | private |
| GetAltitudeTemperature(float AltitudeMeter) const | AEBBullet | private |
| GetAttachedActorsRecursive(AActor *Actor, uint16 Depth=0) const | AEBBullet | private |
| GetCurveValue(const UCurveFloat *curve, float in, float deflt) const | AEBBullet | inlineprivate |
| GetFromPool(UWorld *World, UClass *BulletClass) | AEBBullet | privatestatic |
| GetSafeLaunchIgnoredActors(AActor *Owner) const | AEBBullet | private |
| IsRecycled | AEBBullet | private |
| LastTraceDelta | AEBBullet | private |
| LastTracePrevVelocity | AEBBullet | private |
| LastTraceStart | AEBBullet | private |
| LastTraceVelocity | AEBBullet | private |
| LifeSpanExpired() override | AEBBullet | virtual |
| Location | AEBBullet | |
| 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) | AEBBullet | private |
| PreviousVelocity | AEBBullet | |
| ReactivationBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor *BulletOwner, APawn *BulletInstigator) | AEBBullet | |
| Spawn(TSubclassOf< class AEBBullet > BulletClass, AActor *BulletOwner, APawn *BulletInstigator, FVector BulletLocation, FVector BulletVelocity) | AEBBullet | static |
| SpawnOrReactivate(UWorld *World, TSubclassOf< class AEBBullet > BulletClass, const FTransform &Transform, FVector BulletVelocity, AActor *BulletOwner, APawn *BulletInstigator) | AEBBullet | privatestatic |
| SpawnWithExactVelocity(TSubclassOf< class AEBBullet > BulletClass, AActor *BulletOwner, APawn *BulletInstigator, FVector BulletLocation, FVector BulletVelocity) | AEBBullet | static |
| Step(float DeltaTime) | AEBBullet | private |
| Tick(float DeltaSeconds) override | AEBBullet | virtual |
| Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte< ECollisionChannel > channel) | AEBBullet | private |
| UFUNCTION(BlueprintNativeEvent, Category="EBBullet|Flight") FVector UpdateVelocity(UWorld *World | AEBBullet | |
| UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") FVector GetWind(UWorld *World | AEBBullet | |
| UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") float GetAirDensity(UWorld *World | AEBBullet | |
| UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") float GetSpeedOfSound(UWorld *World | AEBBullet | |
| UFUNCTION(BlueprintNativeEvent, Category="EBBullet|World") bool CollisionFilter(FHitResult HitResult) const | AEBBullet | |
| UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category="EBBullet|Pooling") void Deactivate() | AEBBullet | |
| UPROPERTY(Replicated, BlueprintReadWrite, Category="State") FVector Velocity | AEBBullet | |
| UPROPERTY(Replicated, BlueprintReadWrite, Category="State") FRandomStream RandomStream | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, Category="State") bool OwnerSafe | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") bool DebugEnabled | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") float DebugTrailTime | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") float DebugTrailWidth=0 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") FLinearColor DebugTrailColorFast | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") FLinearColor DebugTrailColorSlow | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug") bool DebugPooling | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") FVector Wind | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Select atmosphere model")) EEBAtmosphereType AtmosphereType | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World", meta=(ToolTip="Air Density at sea level - in KG/m^3", ClampMin="0")) float SeaLevelAirDensity | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World", meta=(ToolTip="in cm/s", ClampMin="0")) float SeaLevelSpeedOfSound | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World", meta=(ToolTip="Used for Density Curve atmosphere model")) UCurveFloat *AirDensityCurve | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") bool SpeedOfSoundVariesWithAltitude | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") UCurveFloat *SpeedOfSoundCurve | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") float WorldScale | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Atmosphere pressure at 0,0,0 - in millibars", ClampMin="0")) float SeaLevelAirPressure | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Atmosphere Temperature at 0,0,0 - in degrees C")) float SeaLevelAirTemperature | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Temperature Decrease With Altitude, degrees per meter")) float TemperatureLapseRate=0.00649f | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Altitude at which temperature stops decreasing, in meters")) float TropopauseAltitude | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Specific Gas Constant, dry air = 287.058", ClampMin="0")) float SpecificGasConstant | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="World Origin Location")) FVector WorldCenterLocation | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Use spherical planet model to get altitude")) bool SphericalAltitude | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category="World", meta=(ToolTip="Planet radius, in Unreal units", EditCondition="SphericalAltitude", ClampMin="0")) float SeaLevelRadius | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") bool OverrideGravity | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="World") FVector Gravity | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch") bool SafeLaunch | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunch")) bool SafeLaunchIgnoreAttachParent | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunchIgnoreAttachParent")) bool SafeLaunchIgnoreAllAttached | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunch", ClampMin="0")) float SafeDelay | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Safe launch", Meta=(EditCondition="SafeLaunch")) TArray< AActor * > SafeLaunchIgnoredActors | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun") bool Shotgun | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun", meta=(EditCondition="Shotgun")) int ShotCount | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun", meta=(EditCondition="Shotgun")) float ShotSpread=0.01 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Shotgun", meta=(EditCondition="Shotgun")) float ShotVelocitySpread=0.01 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float MuzzleVelocityMin | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float MuzzleVelocityMax | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight", meta=(ToolTip="Maximum bullet spread, in radians", ClampMin="0")) float Spread=0.0f | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight", meta=(ToolTip="Spread bias, higher is more accurate on average", ClampMin="0")) float SpreadBias=0.0f | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float Mass=0.005 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float Diameter=0.556 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") float FormFactor | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Flight") UCurveFloat *MachDragCurve | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float GrazingAngleExponent | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float MinPenetration | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float MaxPenetration | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationNormalization=0.5 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationNormalizationGrazing=0.0 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationEntryAngleSpread=0.1 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float PenetrationExitAngleSpread=0.1 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetProbability=0.1 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetProbabilityGrazing | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetRestitution=0.1 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetFriction=0.0 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float RicochetSpread=0.1 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool SpeedControlsRicochetProbability | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool AddImpulse | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") float ImpulseMultiplier | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") EPenTraceType DefaultPenTraceType | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") UEBMaterialResponseMap *MaterialResponseMap | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool MaterialDensityControlsPenetrationDepth | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Impact") bool MaterialRestitutionControlsRicochet | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Replication") bool ReliableReplication | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision", meta=(ToolTip="Allow components to collide, intended for use with trigger volumes. Do not use for actual collisions.")) bool AllowComponentCollisions | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") TEnumAsByte< ECollisionChannel > TraceChannel | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") bool TraceComplex | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") float CollisionMargin | AEBBullet | |
| 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 DespawnVelocity | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Collision") TArray< AActor * > IgnoredActors | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation", meta=(ToolTip="Spawned bullet performs first trace immediately, instead of waiting for next simulation step")) bool DoFirstStepImmediately | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation", meta=(EditCondition="DoFirstStepImmediately")) bool RandomFirstStepDelta | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation") bool FixedStep | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation", meta=(EditCondition="FixedStep", ClampMin="0")) float FixedStepSeconds=0.1 | AEBBullet | pure virtual |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Simulation") int MaxTracesPerStep | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Retrace") bool Retrace | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Retrace") bool RetraceOnAnotherChannel | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Retrace", meta=(EditCondition="RetraceOnAnotherChannel")) TEnumAsByte< ECollisionChannel > RetraceChannel | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Rotation") bool RotateActor | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Rotation") bool RotateRandomRoll | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Pooling") bool EnablePooling | AEBBullet | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Pooling") int MaxPoolSize | AEBBullet | |
| UPROPERTY() TArray< TWeakObjectPtr< AEBBullet > > Pooled | AEBBullet | private |
| VelocityChangeBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity) | AEBBullet | |
| VelocityChangeBroadcastReliable(FVector_NetQuantize NewLocation, FVector NewVelocity) | AEBBullet |