Mortar Pro Plugin  Version 2
Modular Turret Plugin
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UMortarProAimingComponent Member List

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

bAmmoLeftUMortarProAimingComponentprotected
BarrelUMortarProAimingComponentprotected
bDrawDebugTargetSphereUMortarProAimingComponentprivate
BeginAimingMovementTowardsTargetUMortarProAimingComponent
BeginFireUMortarProAimingComponent
BeginIdleStateUMortarProAimingComponent
BeginPlay() overrideUMortarProAimingComponentprotectedvirtual
bEnableGunGravityUMortarProAimingComponentprotected
bEnablePredictTargetPositionUMortarProAimingComponentprotected
bHasComponentInitializedUMortarProAimingComponentprivate
bInitialIdleEventWaitAppliedUMortarProAimingComponentprivate
bOnEndMovementEventEmittedUMortarProAimingComponentprivate
bOnStartMovementEventEmittedUMortarProAimingComponentprivate
bUnlimitedAmmoUMortarProAimingComponentprotected
CalculateAimDirection(FVector &AimDirection)UMortarProAimingComponentprivate
CalculateTossVelocity(const float &OverrideGravityZ, const FName &SocketName)UMortarProAimingComponentprivate
CheckHasAmmoForAnySocket() constUMortarProAimingComponentprivate
CurrentAimDirectionUMortarProAimingComponentprotected
CurrentFiringStateUMortarProAimingComponentprotected
CurrentHitTargetLocationUMortarProAimingComponentprotected
DefaultAimLocationUMortarProAimingComponentprotected
DefaultProjectileSpawnSocketsUMortarProAimingComponentprivate
DefaultSocketNameUMortarProAimingComponentprotected
DirectionThresholdComparisionUMortarProAimingComponentprivate
DistanceThresholdUMortarProAimingComponentprivate
DrawTargetDebugSphereDurationUMortarProAimingComponentprivate
EmitEndMovementEvent()UMortarProAimingComponentprivate
EndAimingMovementTowardsTargetUMortarProAimingComponent
EndFiringUMortarProAimingComponent
EndIdleStateUMortarProAimingComponent
ExitFromIdleState()UMortarProAimingComponentprivate
Fire()UMortarProAimingComponentprotectedvirtual
FireAt(const FVector &AimLocation, AActor *TargetActor, TArray< AActor * > SecondaryTargetsRef)UMortarProAimingComponent
FireProjectile()UMortarProAimingComponentprotectedvirtual
FireSoundUMortarProAimingComponentprotected
GetAllFiringSocketsName(TArray< FName > &SocketsName) constUMortarProAimingComponent
GetCurrentState() constUMortarProAimingComponent
GetDirectionThresholdComparision() constUMortarProAimingComponent
GetFiringCountForAllSockets(TMap< FName, int32 > &PerSocketFireCount) constUMortarProAimingComponent
GetFiringCountForSocket(const FName &SocketName) constUMortarProAimingComponent
GetInitialIdleEventDelay() constUMortarProAimingComponent
GetProjectile(TMap< FName, FMortarProGunSocketProperties > &OutProjectiles) constUMortarProAimingComponent
GetShotsSpreadDegree() constUMortarProAimingComponent
GetValidSubSystem()UMortarProAimingComponentprotected
HasAmmo() constUMortarProAimingComponent
HasUnlimitedAmmo() constUMortarProAimingComponent
InitialIdleEventDelayUMortarProAimingComponentprotected
InitialIdleEventDelayTimer()UMortarProAimingComponentprivate
InitialIdleEventDelayTimerHandleUMortarProAimingComponentprivate
InitializeAiming(class UMortarProTurretMeshComponent *TurretToSet, class UMortarProBarrelMeshComponent *BarrelToSet, AActor *Owner)UMortarProAimingComponent
IsGunGravityEnabled() constUMortarProAimingComponent
IsMoving(const FVector &HitLocation)UMortarProAimingComponentprotected
IsPredictTargetPositionEnabled() constUMortarProAimingComponent
LastFireTimeUMortarProAimingComponentprotected
MinSpeedThresholdUMortarProAimingComponentprivate
MoveTowards(const FVector &HitLocation)UMortarProAimingComponentprivate
OutLaunchVelocityUMortarProAimingComponentprivate
OwnerActorUMortarProAimingComponentprotected
OwnerNameUMortarProAimingComponentprotected
PoolingSubSystemUMortarProAimingComponentprivate
PredictTargetPosition(FVector &OriginalTargetLocation)UMortarProAimingComponentprivate
PreviousTargetActorUMortarProAimingComponentprivate
PreviousTargetLocationUMortarProAimingComponentprivate
ProjectileSpawnSocketsUMortarProAimingComponentprotected
ProjectileSpeedUMortarProAimingComponentprivate
ResetAimingRunTimeParameters()UMortarProAimingComponentvirtual
SecondaryTargetsUMortarProAimingComponentprivate
SetBarrelState()UMortarProAimingComponentprotectedvirtual
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
ShotsSpreadDegreeUMortarProAimingComponentprotected
StopComponent()UMortarProAimingComponentvirtual
StopFiring()UMortarProAimingComponentprotectedvirtual
TargetActorUMortarProAimingComponentprotected
TargetActorVelocityUMortarProAimingComponentprivate
TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) overrideUMortarProAimingComponentprotectedvirtual
TossVelocityArcUMortarProAimingComponentprivate
TurretUMortarProAimingComponentprotected
UMortarProAimingComponent()UMortarProAimingComponent
VelocityThresholdUMortarProAimingComponentprivate