bAmmoLeft | UMortarProAimingComponent | protected |
Barrel | UMortarProAimingComponent | protected |
bDrawDebugTargetSphere | UMortarProAimingComponent | private |
BeginAimingMovementTowardsTarget | UMortarProAimingComponent | |
BeginFire | UMortarProAimingComponent | |
BeginIdleState | UMortarProAimingComponent | |
BeginPlay() override | UMortarProAimingComponent | protectedvirtual |
bEnableGunGravity | UMortarProAimingComponent | protected |
bEnablePredictTargetPosition | UMortarProAimingComponent | protected |
bHasComponentInitialized | UMortarProAimingComponent | private |
bInitialIdleEventWaitApplied | UMortarProAimingComponent | private |
bOnEndMovementEventEmitted | UMortarProAimingComponent | private |
bOnStartMovementEventEmitted | UMortarProAimingComponent | private |
bUnlimitedAmmo | UMortarProAimingComponent | protected |
CalculateAimDirection(FVector &AimDirection) | UMortarProAimingComponent | private |
CalculateTossVelocity(const float &OverrideGravityZ, const FName &SocketName) | UMortarProAimingComponent | private |
CheckHasAmmoForAnySocket() const | UMortarProAimingComponent | private |
CurrentAimDirection | UMortarProAimingComponent | protected |
CurrentFiringState | UMortarProAimingComponent | protected |
CurrentHitTargetLocation | UMortarProAimingComponent | protected |
DefaultAimLocation | UMortarProAimingComponent | protected |
DefaultProjectileSpawnSockets | UMortarProAimingComponent | private |
DefaultSocketName | UMortarProAimingComponent | protected |
DirectionThresholdComparision | UMortarProAimingComponent | private |
DistanceThreshold | UMortarProAimingComponent | private |
DrawTargetDebugSphereDuration | UMortarProAimingComponent | private |
EmitEndMovementEvent() | UMortarProAimingComponent | private |
EndAimingMovementTowardsTarget | UMortarProAimingComponent | |
EndFiring | UMortarProAimingComponent | |
EndIdleState | UMortarProAimingComponent | |
ExitFromIdleState() | UMortarProAimingComponent | private |
Fire() | UMortarProAimingComponent | protectedvirtual |
FireAt(const FVector &AimLocation, AActor *TargetActor, TArray< AActor * > SecondaryTargetsRef) | UMortarProAimingComponent | |
FireProjectile() | UMortarProAimingComponent | protectedvirtual |
FireSound | UMortarProAimingComponent | protected |
GetAllFiringSocketsName(TArray< FName > &SocketsName) const | UMortarProAimingComponent | |
GetCurrentState() const | UMortarProAimingComponent | |
GetDirectionThresholdComparision() const | UMortarProAimingComponent | |
GetFiringCountForAllSockets(TMap< FName, int32 > &PerSocketFireCount) const | UMortarProAimingComponent | |
GetFiringCountForSocket(const FName &SocketName) const | UMortarProAimingComponent | |
GetInitialIdleEventDelay() const | UMortarProAimingComponent | |
GetProjectile(TMap< FName, FMortarProGunSocketProperties > &OutProjectiles) const | UMortarProAimingComponent | |
GetShotsSpreadDegree() const | UMortarProAimingComponent | |
GetValidSubSystem() | UMortarProAimingComponent | protected |
HasAmmo() const | UMortarProAimingComponent | |
HasUnlimitedAmmo() const | UMortarProAimingComponent | |
InitialIdleEventDelay | UMortarProAimingComponent | protected |
InitialIdleEventDelayTimer() | UMortarProAimingComponent | private |
InitialIdleEventDelayTimerHandle | UMortarProAimingComponent | private |
InitializeAiming(class UMortarProTurretMeshComponent *TurretToSet, class UMortarProBarrelMeshComponent *BarrelToSet, AActor *Owner) | UMortarProAimingComponent | |
IsGunGravityEnabled() const | UMortarProAimingComponent | |
IsMoving(const FVector &HitLocation) | UMortarProAimingComponent | protected |
IsPredictTargetPositionEnabled() const | UMortarProAimingComponent | |
LastFireTime | UMortarProAimingComponent | protected |
MinSpeedThreshold | UMortarProAimingComponent | private |
MoveTowards(const FVector &HitLocation) | UMortarProAimingComponent | private |
OutLaunchVelocity | UMortarProAimingComponent | private |
OwnerActor | UMortarProAimingComponent | protected |
OwnerName | UMortarProAimingComponent | protected |
PoolingSubSystem | UMortarProAimingComponent | private |
PredictTargetPosition(FVector &OriginalTargetLocation) | UMortarProAimingComponent | private |
PreviousTargetActor | UMortarProAimingComponent | private |
PreviousTargetLocation | UMortarProAimingComponent | private |
ProjectileSpawnSockets | UMortarProAimingComponent | protected |
ProjectileSpeed | UMortarProAimingComponent | private |
ResetAimingRunTimeParameters() | UMortarProAimingComponent | virtual |
SecondaryTargets | UMortarProAimingComponent | private |
SetBarrelState() | UMortarProAimingComponent | protectedvirtual |
SetDirectionThresholdComparision(const float &Threshold) | UMortarProAimingComponent | |
SetFiringLeftForAllSockets(const TMap< FName, int32 > &PerSocketFireCount) | UMortarProAimingComponent | |
SetFiringLeftForSocket(const FName &SocketName, const int32 &InFiringLeft) | UMortarProAimingComponent | |
SetGunGravity(const bool &bGunGravity) | UMortarProAimingComponent | |
SetIdle() | UMortarProAimingComponent | |
SetInitialIdleEventDelay(const float &Delay) | UMortarProAimingComponent | |
SetPredictTargetPosition(const bool &bEnable) | UMortarProAimingComponent | |
SetProjectile(const TMap< FName, FMortarProGunSocketProperties > &ProjectileToSet) | UMortarProAimingComponent | |
SetShotsSpreadDegree(const float &ShotsSpread) | UMortarProAimingComponent | |
SetUnlimitedAmmo(const bool &bUnlimited) | UMortarProAimingComponent | |
ShotsSpreadDegree | UMortarProAimingComponent | protected |
StopComponent() | UMortarProAimingComponent | virtual |
StopFiring() | UMortarProAimingComponent | protectedvirtual |
TargetActor | UMortarProAimingComponent | protected |
TargetActorVelocity | UMortarProAimingComponent | private |
TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override | UMortarProAimingComponent | protectedvirtual |
TossVelocityArc | UMortarProAimingComponent | private |
Turret | UMortarProAimingComponent | protected |
UMortarProAimingComponent() | UMortarProAimingComponent | |
VelocityThreshold | UMortarProAimingComponent | private |