Mortar Pro Plugin  Version 2
Modular Turret Plugin
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UMortarProBurstAimingComponent Member List

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

bAmmoLeftUMortarProAimingComponentprotected
BarrelUMortarProAimingComponentprotected
bDrawDebugTargetSphereUMortarProAimingComponentprivate
BeginAimingMovementTowardsTargetUMortarProAimingComponent
BeginBurstFiringUMortarProBurstAimingComponent
BeginBurstFiringWarmupUMortarProBurstAimingComponent
BeginCoolDownUMortarProBurstAimingComponent
BeginFireUMortarProAimingComponent
BeginIdleStateUMortarProAimingComponent
BeginPlay() overrideUMortarProBurstAimingComponentprotectedvirtual
bEnableGunGravityUMortarProAimingComponentprotected
bEnablePredictTargetPositionUMortarProAimingComponentprotected
bHasComponentInitializedUMortarProAimingComponentprivate
bInitialIdleEventWaitAppliedUMortarProAimingComponentprivate
bIsWeaponHeatedUMortarProBurstAimingComponentprivate
bOnEndBurstFiringWarmupEventUMortarProBurstAimingComponentprivate
bOnEndMovementEventEmittedUMortarProAimingComponentprivate
bOnStartMovementEventEmittedUMortarProAimingComponentprivate
BPWeaponFullyRecoveredFromHeating()UMortarProBurstAimingComponent
bUnlimitedAmmoUMortarProAimingComponentprotected
BurstPropertiesUMortarProBurstAimingComponentprivate
CalculateAimDirection(FVector &AimDirection)UMortarProAimingComponentprivate
CalculateTossVelocity(const float &OverrideGravityZ, const FName &SocketName)UMortarProAimingComponentprivate
CheckHasAmmoForAnySocket() constUMortarProAimingComponentprivate
CoolDown()UMortarProBurstAimingComponentprivate
CoolDownProjectileTimerUMortarProBurstAimingComponentprivate
CurrentAimDirectionUMortarProAimingComponentprotected
CurrentFiringStateUMortarProAimingComponentprotected
CurrentHitTargetLocationUMortarProAimingComponentprotected
DefaultAimLocationUMortarProAimingComponentprotected
DefaultProjectileSpawnSocketsUMortarProAimingComponentprivate
DefaultSocketNameUMortarProAimingComponentprotected
DirectionThresholdComparisionUMortarProAimingComponentprivate
DistanceThresholdUMortarProAimingComponentprivate
DrawTargetDebugSphereDurationUMortarProAimingComponentprivate
EmitEndMovementEvent()UMortarProAimingComponentprivate
EndAimingMovementTowardsTargetUMortarProAimingComponent
EndBurstFiringUMortarProBurstAimingComponent
EndBurstFiringWarmupUMortarProBurstAimingComponent
EndCoolDownUMortarProBurstAimingComponent
EndFiringUMortarProAimingComponent
EndIdleStateUMortarProAimingComponent
ExitFromIdleState()UMortarProAimingComponentprivate
Fire() overrideUMortarProBurstAimingComponentprotectedvirtual
FireAt(const FVector &AimLocation, AActor *TargetActor, TArray< AActor * > SecondaryTargetsRef)UMortarProAimingComponent
FireProjectile() overrideUMortarProBurstAimingComponentprotectedvirtual
FireProjectileTimerUMortarProBurstAimingComponentprivate
FireSoundUMortarProAimingComponentprotected
GetAllFiringSocketsName(TArray< FName > &SocketsName) constUMortarProAimingComponent
GetCoolDownPercentage() constUMortarProBurstAimingComponent
GetCurrentState() constUMortarProAimingComponent
GetDirectionThresholdComparision() constUMortarProAimingComponent
GetFiringCountForAllSockets(TMap< FName, int32 > &PerSocketFireCount) constUMortarProAimingComponent
GetFiringCountForSocket(const FName &SocketName) constUMortarProAimingComponent
GetGunBurstProperties(FMortarProGunBurstProperties &Properties) constUMortarProBurstAimingComponent
GetInitialIdleEventDelay() constUMortarProAimingComponent
GetProjectile(TMap< FName, FMortarProGunSocketProperties > &OutProjectiles) constUMortarProAimingComponent
GetShotsSpreadDegree() constUMortarProAimingComponent
GetValidSubSystem()UMortarProAimingComponentprotected
HasAmmo() constUMortarProAimingComponent
HasUnlimitedAmmo() constUMortarProAimingComponent
IncreaseBurstFiringRate(const int32 &NewBurstFireRate)UMortarProBurstAimingComponent
InitialIdleEventDelayUMortarProAimingComponentprotected
InitialIdleEventDelayTimer()UMortarProAimingComponentprivate
InitialIdleEventDelayTimerHandleUMortarProAimingComponentprivate
InitializeAiming(class UMortarProTurretMeshComponent *TurretToSet, class UMortarProBarrelMeshComponent *BarrelToSet, AActor *Owner)UMortarProAimingComponent
IsGunGravityEnabled() constUMortarProAimingComponent
IsMoving(const FVector &HitLocation)UMortarProAimingComponentprotected
IsPredictTargetPositionEnabled() constUMortarProAimingComponent
IsWeaponFullyHeated() constUMortarProBurstAimingComponent
LastFireTimeUMortarProAimingComponentprotected
MinSpeedThresholdUMortarProAimingComponentprivate
MoveTowards(const FVector &HitLocation)UMortarProAimingComponentprivate
OriginalBurstPropertiesUMortarProBurstAimingComponentprivate
OutLaunchVelocityUMortarProAimingComponentprivate
OwnerActorUMortarProAimingComponentprotected
OwnerNameUMortarProAimingComponentprotected
PoolingSubSystemUMortarProAimingComponentprivate
PredictTargetPosition(FVector &OriginalTargetLocation)UMortarProAimingComponentprivate
PreFire()UMortarProBurstAimingComponentprivate
PreviousTargetActorUMortarProAimingComponentprivate
PreviousTargetLocationUMortarProAimingComponentprivate
ProjectileSpawnSocketsUMortarProAimingComponentprotected
ProjectileSpeedUMortarProAimingComponentprivate
ReduceCoolDownDuration(const float &NewCoolDownDuration)UMortarProBurstAimingComponent
ResetAimingRunTimeParameters() overrideUMortarProBurstAimingComponentvirtual
SecondaryTargetsUMortarProAimingComponentprivate
SetBarrelState() overrideUMortarProBurstAimingComponentprotectedvirtual
SetDirectionThresholdComparision(const float &Threshold)UMortarProAimingComponent
SetFiringLeftForAllSockets(const TMap< FName, int32 > &PerSocketFireCount)UMortarProAimingComponent
SetFiringLeftForSocket(const FName &SocketName, const int32 &InFiringLeft)UMortarProAimingComponent
SetGunBurstProperties(const FMortarProGunBurstProperties &NewProperties)UMortarProBurstAimingComponent
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
StartBurstFiring()UMortarProBurstAimingComponentprivate
StartCoolDown()UMortarProBurstAimingComponentprivate
StopComponent() overrideUMortarProBurstAimingComponentvirtual
StopCoolDown()UMortarProBurstAimingComponentprotected
StopFiring() overrideUMortarProBurstAimingComponentprotectedvirtual
TargetActorUMortarProAimingComponentprotected
TargetActorVelocityUMortarProAimingComponentprivate
TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) overrideUMortarProBurstAimingComponentprotectedvirtual
TossVelocityArcUMortarProAimingComponentprivate
TotalFireCountAllowedBeforeHeatingUMortarProBurstAimingComponentprivate
TotalTimesBurstTimerToBeCalledUMortarProBurstAimingComponentprivate
TotalTimesCoolDownTimerToBeCalledUMortarProBurstAimingComponentprivate
TurretUMortarProAimingComponentprotected
UMortarProAimingComponent()UMortarProAimingComponent
UMortarProBurstAimingComponent()UMortarProBurstAimingComponent
VelocityThresholdUMortarProAimingComponentprivate