Mortar Pro Plugin  Version 3
Modular Turret Plugin
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AMortarProMineProjectile Member List

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

AfterDamageDeactivaterHandleAMortarProPhysicalProjectileprivate
AMortarProMineProjectile()AMortarProMineProjectile
AMortarProPhysicalProjectile()AMortarProPhysicalProjectile
AMortarProPoolableActor()AMortarProPoolableActor
AvgProjectileSpeedAMortarProPhysicalProjectileprotected
bAlreadyHitAMortarProPhysicalProjectileprotected
bDynamicDeactivateSpanAMortarProPhysicalProjectileprotected
BeginActivationAMortarProPoolableActor
BeginDeactivationAMortarProPoolableActor
BeginPlay() overrideAMortarProPhysicalProjectileprotectedvirtual
bIgnoreSameOwnerChildCollisionAMortarProPhysicalProjectileprotected
bIsActorActivatedAMortarProPoolableActorprotected
BlastDelayAMortarProMineProjectileprotected
BlastSoundAMortarProMineProjectileprotected
BPExplosionEvent()AMortarProMineProjectile
BPOnImpactEvent()AMortarProBaseProjectile
BufferDeactivateSpanAMortarProPhysicalProjectileprotected
ClearTimers() overrideAMortarProMineProjectileprotectedvirtual
CollisionMeshAMortarProPhysicalProjectileprotected
CollisionMeshCollisionAMortarProPhysicalProjectileprotected
DamageAsPerSurfaceAMortarProBaseProjectileprotected
DeActivateActor()AMortarProPoolableActorvirtual
DeactivateDelayAfterDamageAMortarProPhysicalProjectileprotected
DeactivateSpanAMortarProPoolableActor
DeactivateTimerHandleAMortarProPoolableActorprivate
EnableComponents(const bool &bEnable) overrideAMortarProPhysicalProjectileprotectedvirtual
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideAMortarProPoolableActorprotectedvirtual
ExplosionForceAMortarProPhysicalProjectileprotected
GetBlastDelay() constAMortarProMineProjectile
GetDamageAsPerSurface(const EPhysicalSurface &SurfaceType)AMortarProBaseProjectileprotected
GetDynamicDeactivateSpan() constAMortarProPhysicalProjectile
GetInitialHomingTargetDelayPercent() constAMortarProPhysicalProjectile
GetMaxRandomMotionAngle() constAMortarProPhysicalProjectile
GetMinMaxHomingAcceleration(double &OutMinAcceleration, double &OutMaxAcceleration) constAMortarProPhysicalProjectile
GetProjectileSpeed()AMortarProPhysicalProjectilevirtual
IgnoredActorAMortarProMineProjectileprivate
InitialHomingTargetDelayPercentAMortarProPhysicalProjectileprotected
InitializeActorsIgnoreList()AMortarProPhysicalProjectileprivate
InitializeAverageSpeedAfterSpawn()AMortarProPhysicalProjectileprivate
InitializeBeforeSpawnParam() overrideAMortarProMineProjectileprotectedvirtual
InitializeDynamicDeactivateTimeAfterSpawn()AMortarProPhysicalProjectileprivate
InitializeHomingTargetAfterSpawn()AMortarProPhysicalProjectileprivate
InitializeVariableSpeedAfterSpawn()AMortarProPhysicalProjectileprivate
MaxHomingAccelerationAMortarProPhysicalProjectileprotected
MaxRandomMotionAngleAMortarProPhysicalProjectileprotected
MineProjectileAfterDamageDeactivaterHandleAMortarProMineProjectileprivate
MinHomingAccelerationAMortarProPhysicalProjectileprotected
MortarAfterSpawnParamAMortarProBaseProjectileprotected
NiagaraBombBlastAMortarProMineProjectileprotected
NiagaraLaunchBlastAMortarProPhysicalProjectileprotected
NiagaraSurfaceImpactAMortarProBaseProjectileprotected
NiagaraTrailAMortarProPhysicalProjectileprotected
OnHit(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, FVector NormalImpulse, const FHitResult &Hit) overrideAMortarProMineProjectileprotectedvirtual
ParticleBlastHandlerAMortarProMineProjectileprivate
PlayImpactSoundAndParticleEffectForSurface(const EPhysicalSurface &SurfaceType, const FVector &Location)AMortarProBaseProjectileprotected
PoolingSubSystemAMortarProPoolableActorprivate
ProjectileBlastTimer()AMortarProMineProjectileprivate
ProjectileMovementAMortarProPhysicalProjectileprotected
ReActivateActor()AMortarProPoolableActorvirtual
RegisterEventsAndCallBacks()AMortarProPhysicalProjectileprotectedvirtual
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))AMortarProBaseProjectile
SetAfterSpawnParam(const FMortarProAfterSpawnParam &AfterSpawnParam) overrideAMortarProPhysicalProjectilevirtual
SetBlastDelay(const float &Delay)AMortarProMineProjectile
SetDeactivateSpan(const float &Time)AMortarProPoolableActorvirtual
SetDynamicDeactivateSpan(const bool &bIsDynamic)AMortarProPhysicalProjectile
SetHomingTargetTimerFunction()AMortarProPhysicalProjectileprivate
SetInitialHomingTargetDelayPercent(const float &DelayPercent)AMortarProPhysicalProjectile
SetMaxRandomMotionAngle(const float &Angle)AMortarProPhysicalProjectile
SetMinMaxHomingAcceleration(const double &MinAcceleration, const double &MaxAcceleration)AMortarProPhysicalProjectile
SignifianceValueAMortarProPhysicalProjectile
SignificanceChanged(EMortarProSignificanceValue Value)AMortarProPhysicalProjectileprivate
SignificanceComponentAMortarProPhysicalProjectileprotected
SpeedTimeLineProgress(float Speed)AMortarProPhysicalProjectileprivate
StartTimers()AMortarProPoolableActorprotectedvirtual
SurfaceImpactSoundAMortarProBaseProjectileprotected
SurfaceTypeAMortarProMineProjectileprivate
TickTimelineRateAMortarProPhysicalProjectileprivate
TimelineSpeedAMortarProPhysicalProjectileprivate
TimelineUpdate()AMortarProPhysicalProjectileprivate
TimeLineUpdateTimerAMortarProPhysicalProjectileprivate
VariableSpeedCurveAMortarProPhysicalProjectileprotected