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AProjectileWeaponFramework Member List

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

AccuracyMultiplierAWeaponFrameworkprivate
ActorsToIgnoreAWeaponFrameworkprotected
AddAttachment(const FString &AttachmentID) overrideAWeaponFrameworkprotectedvirtual
AddWeaponAttachments()AWeaponFrameworkprivate
Aiming(bool bIsAiming) overrideAProjectileWeaponFrameworkprotectedvirtual
ApplyDamageToActor(const FHitResult &Hit, FVector ShotDirection, float Multiplier=1.0f)AWeaponFrameworkprotected
AProjectileWeaponFramework()AProjectileWeaponFramework
AttachmentComponentsAWeaponFrameworkprotected
AWeaponFramework()AWeaponFramework
bBottomlessClipAWeaponFramework
bDebuggingModeAWeaponFramework
BeginPlay() overrideAProjectileWeaponFrameworkprotectedvirtual
bInfiniteAmmoAWeaponFramework
bIsBeingReloadedAWeaponFrameworkprivate
bLaserOnAWeaponFrameworkprivate
BlindFireTraceColorAWeaponFramework
BlindFireWeapon(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) overrideAWeaponFrameworkprotectedvirtual
BlindFireWeaponTrace(const float Accuracy, const AActor *ActorToIgnore=nullptr)AWeaponFrameworkprotectedvirtual
bReturnPhysicalMaterialAWeaponFramework
bTraceComplexAWeaponFramework
bWeaponEffectsSetupAWeaponFrameworkprivate
CalculateBulletSpread(FVector &NewBulletSpread) constAWeaponFrameworkprotected
CalculateDistanceDamage(const float Distance) constAWeaponFrameworkprotectedvirtual
CancelReload() overrideAWeaponFrameworkprotectedvirtual
CanShoot() constAWeaponFrameworkprotected
CurrentLockOnAProjectileWeaponFrameworkprivate
CurrentWeaponStatsAWeaponFrameworkprivate
DrawDebugColorDarkMultiplierAWeaponFramework
DrawDebugColorLightMultiplierAWeaponFramework
DrawDebugPointSizeAWeaponFramework
DrawDebugTimeAWeaponFramework
Fire(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) overrideAWeaponFrameworkprotectedvirtual
GetAccuracyMultiplier() constAWeaponFrameworkinlineprotected
GetAimDownSightSocket() const overrideAWeaponFrameworkprotectedvirtual
GetAllWeaponAttachmentModifiers() constAWeaponFrameworkprotected
GetAllWeaponAttachments() constAWeaponFrameworkprotected
GetFireMode() const overrideAWeaponFrameworkinlineprotectedvirtual
GetPivotPoint() const overrideAWeaponFrameworkinlineprotectedvirtual
GetWeaponAttachment(const FString &AttachmentID) constAWeaponFrameworkprotected
GetWeaponData() const overrideAWeaponFrameworkinlineprotectedvirtual
GetWeaponFOV() const overrideAWeaponFrameworkprotectedvirtual
GetWeaponStats() const overrideAWeaponFrameworkprotectedvirtual
GetWeaponType() const overrideAWeaponFrameworkinlineprotectedvirtual
GunMeshComponentAWeaponFrameworkprotected
HitscanWeaponComponentAWeaponFrameworkprotected
HomingTargetAProjectileWeaponFrameworkprivate
HomingTimerHandleAProjectileWeaponFrameworkprivate
InitWeapon() overrideAWeaponFrameworkprotectedvirtual
IsClipEmpty() const overrideAWeaponFrameworkinlineprotectedvirtual
LineTrace(FHitResult &Hit, FVector &ShotDirection, const FLinearColor &Color=FLinearColor::Green, const FVector &CustomLineEnd=FVector::ZeroVector) constAWeaponFrameworkprotectedvirtual
LockOnTarget()AProjectileWeaponFrameworkprotectedvirtual
LockOnTargetActorAProjectileWeaponFrameworkprivate
LogDebugMessage(const FString &Message, const bool bError=false) constAWeaponFrameworkprotected
MainTraceColorAWeaponFramework
MoveUMG(bool bIsRightShoulder) overrideAWeaponFrameworkprotectedvirtual
Multicast_SetWeaponMeshHidden(const bool bValue)AWeaponFrameworkprotected
MuzzleAWeaponFrameworkprotected
OnMeshReplicated()AWeaponFrameworkprotected
OnRep_WeaponStats()AWeaponFrameworkprotected
OwnerPawnAWeaponFrameworkprotected
ProjectileAProjectileWeaponFrameworkprotected
ProjectileClassAWeaponFrameworkprotected
ProjectileWeaponComponentAWeaponFrameworkprotected
ReceiveFire(FHitResult Hit, APawn *InstigatorPawn)AWeaponFrameworkprotected
RecoilPivotPointAWeaponFrameworkprotected
Reload(const float ReloadTime) overrideAWeaponFrameworkprotectedvirtual
ReloadTimerHandleAWeaponFrameworkprivate
RemoveAllAttachments()AWeaponFrameworkprotected
RemoveAttachment(const FString AttachmentID, const EAttachmentType AttachmentType)AWeaponFrameworkprotected
SceneRootAWeaponFrameworkprotected
Server_InitWeapon()AWeaponFrameworkprotected
Server_SetWeaponShouldAutoReload(const bool bValue)AWeaponFrameworkprotectedvirtual
ServerFire(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy)AWeaponFrameworkprotected
ServerReload()AWeaponFrameworkprotected
ServerSetReloading(const bool bReloading)AWeaponFrameworkprotected
ServerShoot() overrideAProjectileWeaponFrameworkvirtual
SetDebuggingStats(const bool bDebug, const bool bInfinite, const bool bBottomless) overrideAWeaponFrameworkinlineprotectedvirtual
SetMuzzleOffset(const FVector &Location, const FRotator &Rotation) overrideAWeaponFrameworkprotectedvirtual
SetRecoilPivotPoint(const FVector &Location, const FRotator &Rotation) overrideAWeaponFrameworkprotectedvirtual
SetupWeaponEffects()AWeaponFrameworkprotectedvirtual
SetWeaponData(const FWeaponData_T NewWeaponData) overrideAWeaponFrameworkinlineprotectedvirtual
SetWeaponFireMode()AWeaponFrameworkprivate
SetWeaponMesh(USkeletalMesh *SkeletalMesh) overrideAWeaponFrameworkprotectedvirtual
SetWeaponMeshHidden(const bool bValue) overrideAWeaponFrameworkprotectedvirtual
SetWeaponShouldAutoReload(const bool bValue) overrideAWeaponFrameworkprotectedvirtual
ShootHitScan()AWeaponFrameworkprivate
ShootProjectile()AWeaponFrameworkprivate
SwitchAutoMode() overrideAWeaponFrameworkprotectedvirtual
ToggleAttachment(const EAttachmentType &AttachmentType) overrideAWeaponFrameworkprotectedvirtual
ToggleLaser(const bool bForceOff=false)AWeaponFrameworkprotectedvirtual
TraceActorToIgnoreAWeaponFrameworkprotected
TraceDistanceTooCloseAWeaponFramework
TraceLocationAWeaponFrameworkprotected
TraceRotationAWeaponFrameworkprotected
WeaponDataAWeaponFrameworkprotected
WeaponEffectsAWeaponFrameworkprotected
WeaponMeshAWeaponFrameworkprotected
WeaponTypeAWeaponFrameworkprotected