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Mortar Pro Plugin
Version 3
Modular Turret Plugin
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#include <MortarProMineProjectile.h>
Inheritance diagram for AMortarProMineProjectile:
Collaboration diagram for AMortarProMineProjectile:Public Member Functions | |
| AMortarProMineProjectile () | |
| void | BPExplosionEvent () |
| float | GetBlastDelay () const |
| void | SetBlastDelay (const float &Delay) |
Public Member Functions inherited from AMortarProPhysicalProjectile | |
| AMortarProPhysicalProjectile () | |
| bool | GetDynamicDeactivateSpan () const |
| float | GetInitialHomingTargetDelayPercent () const |
| float | GetMaxRandomMotionAngle () const |
| void | GetMinMaxHomingAcceleration (double &OutMinAcceleration, double &OutMaxAcceleration) const |
| float | GetProjectileSpeed () |
| virtual void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) override |
| void | SetDynamicDeactivateSpan (const bool &bIsDynamic) |
| void | SetInitialHomingTargetDelayPercent (const float &DelayPercent) |
| void | SetMaxRandomMotionAngle (const float &Angle) |
| void | SetMinMaxHomingAcceleration (const double &MinAcceleration, const double &MaxAcceleration) |
Public Member Functions inherited from AMortarProBaseProjectile | |
| void | BPOnImpactEvent () |
| virtual float | GetProjectileSpeed () |
| void | SetAfterSpawnBP (AActor *TargetToShoot, TArray< AActor * >SecondaryTargets, class UMortarProPoolSubsystem *PoolingSystem, bool bCanSplit=true, bool bGravityEnabled=false, FVector RandomOffset=FVector(0, 0, 0), FVector TargetPredictedPosition=FVector(0, 0, 0)) |
| virtual void | SetAfterSpawnParam (const FMortarProAfterSpawnParam &AfterSpawnParam) |
Public Member Functions inherited from AMortarProPoolableActor | |
| AMortarProPoolableActor () | |
| virtual void | DeActivateActor () |
| virtual void | ReActivateActor () |
| virtual void | SetDeactivateSpan (const float &Time) |
Protected Member Functions | |
| virtual void | ClearTimers () override |
| virtual void | InitializeBeforeSpawnParam () override |
| void | OnHit (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, FVector NormalImpulse, const FHitResult &Hit) override |
Protected Member Functions inherited from AMortarProPhysicalProjectile | |
| virtual void | BeginPlay () override |
| virtual void | ClearTimers () override |
| virtual void | EnableComponents (const bool &bEnable) override |
| virtual void | InitializeBeforeSpawnParam () override |
| virtual void | OnHit (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, FVector NormalImpulse, const FHitResult &Hit) |
| virtual void | RegisterEventsAndCallBacks () |
Protected Member Functions inherited from AMortarProBaseProjectile | |
| float | GetDamageAsPerSurface (const EPhysicalSurface &SurfaceType) |
| virtual void | InitializeBeforeSpawnParam () override |
| void | PlayImpactSoundAndParticleEffectForSurface (const EPhysicalSurface &SurfaceType, const FVector &Location) |
Protected Member Functions inherited from AMortarProPoolableActor | |
| virtual void | BeginPlay () override |
| virtual void | ClearTimers () |
| virtual void | EnableComponents (const bool &bEnable) |
| virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
| virtual void | InitializeBeforeSpawnParam () |
| virtual void | StartTimers () |
Protected Attributes | |
| float | BlastDelay = 0.5f |
| class USoundBase * | BlastSound {nullptr} |
| class UNiagaraSystem * | NiagaraBombBlast = nullptr |
Protected Attributes inherited from AMortarProPhysicalProjectile | |
| float | AvgProjectileSpeed = 0.f |
| uint32 | bAlreadyHit: 1 |
| uint32 | bDynamicDeactivateSpan: 1 |
| uint32 | bIgnoreSameOwnerChildCollision: 1 |
| float | BufferDeactivateSpan = 2.f |
| UStaticMeshComponent * | CollisionMesh = nullptr |
| ECollisionEnabled::Type | CollisionMeshCollision |
| float | DeactivateDelayAfterDamage = 0.1f |
| class URadialForceComponent * | ExplosionForce = nullptr |
| float | InitialHomingTargetDelayPercent = 0.0f |
| double | MaxHomingAcceleration = 0 |
| float | MaxRandomMotionAngle = 0.f |
| double | MinHomingAcceleration = 0 |
| class UNiagaraSystem * | NiagaraLaunchBlast = nullptr |
| class UNiagaraComponent * | NiagaraTrail = nullptr |
| class UMortarProProjectileMovement * | ProjectileMovement = nullptr |
| class UMortarProSignificanceComponent * | SignificanceComponent {nullptr} |
| class UCurveFloat * | VariableSpeedCurve { nullptr } |
Protected Attributes inherited from AMortarProBaseProjectile | |
| TMap< TEnumAsByte< EPhysicalSurface >, float > | DamageAsPerSurface |
| FMortarProAfterSpawnParam | MortarAfterSpawnParam |
| TMap< TEnumAsByte< EPhysicalSurface >, class UNiagaraSystem * > | NiagaraSurfaceImpact |
| TMap< TEnumAsByte< EPhysicalSurface >, class USoundBase * > | SurfaceImpactSound |
Protected Attributes inherited from AMortarProPoolableActor | |
| uint32 | bIsActorActivated: 1 |
Private Member Functions | |
| void | ProjectileBlastTimer () |
Private Attributes | |
| TArray< AActor * > | IgnoredActor |
| FTimerHandle | MineProjectileAfterDamageDeactivaterHandle |
| FTimerHandle | ParticleBlastHandler |
| EPhysicalSurface | SurfaceType |
Additional Inherited Members | |
Public Attributes inherited from AMortarProPhysicalProjectile | |
| TMap< EMortarProSignificanceValue, float > | SignifianceValue |
Public Attributes inherited from AMortarProPoolableActor | |
| FMortarProActorActivated | BeginActivation |
| FMortarProActorDeactivated | BeginDeactivation |
| float | DeactivateSpan = 10.f |
Mine Bomb Projectile class which blasts after some delay. The projectile considers gravity and to properly reach target enable gravity must be on in AimingComponent of MortarPro Pawn. Derived from AMortarProPhysicalProjectile
| AMortarProMineProjectile::AMortarProMineProjectile | ( | ) |
| void AMortarProMineProjectile::BPExplosionEvent | ( | ) |
Event Called After On Hit This is a blueprintImplementableEvent which has to be used in blueprint
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overrideprotectedvirtual |
Clears All Timers of the projectile. Also Called on deactivation
Reimplemented from AMortarProPhysicalProjectile.
| float AMortarProMineProjectile::GetBlastDelay | ( | ) | const |
Getter Function To get Delay time after which blast will occur
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overrideprotectedvirtual |
Initializes All local Parameter before spawning. This is also called when reactivating actor for reusability
Reimplemented from AMortarProPhysicalProjectile.
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overrideprotectedvirtual |
After Collision With The Object Blast Timer Will start
Reimplemented from AMortarProPhysicalProjectile.
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private |
After How Long The Blast Will Occur
| void AMortarProMineProjectile::SetBlastDelay | ( | const float & | Delay | ) |
Setter function to set blast delay
| [in] | Delay | after which the bomb will blast |
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protected |
Delay AFter Which The Projectile Will Blast
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protected |
Sound Played on Particle Blast
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private |
Contains Ignored Actor List
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private |
Handle for after Damage projectile Deactivation Handle
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protected |
Particle System That will be emitted when projectile blasts
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private |
Timer Handle For Blasting
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private |
Type of Surface the projectile has hit