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Space Plunder
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#include <InteractablePawn.h>
Public Member Functions | |
| AInteractablePawn () | |
| virtual void | ReceiveStartFocus (AActor *Caller) |
| virtual void | ReceiveEndFocus (AActor *Caller) |
| virtual void | ReceiveOnInteract (AActor *Caller, const EInteractionType InteractionType) |
| virtual void | ReceiveOnEndInteract (AActor *Caller) |
| virtual void | ReceiveOnOverlap (AActor *Caller) |
| virtual void | ReceiveOnEndOverlap (AActor *Caller) |
| virtual void | ReceiveToggleSwitch (AActor *Caller, const bool bOn) |
| virtual void | InteractionDataUpdated () |
| virtual void | SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override |
Protected Member Functions | |
| virtual void | BeginPlay () override |
| virtual bool | SaveGame () override |
| virtual bool | LoadGame () override |
| FVector | GetCustomInteractionLocation () const |
| void | LogDebugError (const FString &Message) const |
| void | LogDebugError (const FString &Message, const int32 Value) const |
| void | LogDebugError (const FString &Message, const float Value) const |
| void | LogDebugWarning (const FString &Message) const |
| void | LogDebugWarning (const FString &Message, const int32 Value) const |
| void | LogDebugWarning (const FString &Message, const float Value) const |
| void | LogDebugMessage (const FString &Message, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const int32 Value, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const float Value, const bool bWarning=false, const bool bError=false) const |
| void | LogDebugMessage (const FString &Message, const bool bValue, const bool bWarning, const bool bError) const |
| void | LogOnScreenMessage (const int32 Key, const FString &Message, FColor Color=FColor::Green) const |
| void | SetCategoryName (const FLogCategoryBase &Category) |
Protected Attributes | |
| class UAudioReactionComponent * | AudioReactionComponent |
| class UInteractableActorComponent * | InteractableActorComponent |
| class UAIPerceptionStimuliSourceComponent * | PerceptionStimuliComponent |
| bool | bDebuggingMode = false |
Private Attributes | |
| FLogCategoryName | CategoryName = LogInteractablePawn.GetCategoryName() |
| AInteractablePawn::AInteractablePawn | ( | ) |
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Reimplemented in AAutoTurret, ADefenseSystemPawn, ASecurityCameraPawn, AShipPawn, and AShipTurret.
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Implements ISaveLoad.
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Implements ISaveLoad.
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