Mortar Pro Plugin  Version 2
Modular Turret Plugin
All Classes Namespaces Functions Variables Enumerations Enumerator Pages
UMortarProProjectileMovement Class Reference

#include <MortarProProjectileMovement.h>

+ Inheritance diagram for UMortarProProjectileMovement:
+ Collaboration diagram for UMortarProProjectileMovement:

Public Member Functions

virtual void SetComponentTickEnabled (bool bEnabled) override
 
void SetTickDelay (const float &TickDelay)
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual EHandleBlockingHitResult HandleBlockingHit (const FHitResult &Hit, float TimeTick, const FVector &MoveDelta, float &SubTickTimeRemaining) override
 
virtual void StopSimulating (const FHitResult &Hit) override
 
void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 

Protected Attributes

bool bCanTick = true
 
float LastTickTime = 0.f
 
float TickDelay = 0.f
 

Detailed Description

This Class inherits from UProjectileMovementComponent. Using this Component will allow registering to aggregate tick subsystem for performance benefit

Member Function Documentation

◆ BeginPlay()

virtual void UMortarProProjectileMovement::BeginPlay ( )
overrideprotectedvirtual

Will Register Tick for to collection for aggregation

◆ EndPlay()

virtual void UMortarProProjectileMovement::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overrideprotectedvirtual

Unregister tick from aggregation system

◆ HandleBlockingHit()

virtual EHandleBlockingHitResult UMortarProProjectileMovement::HandleBlockingHit ( const FHitResult &  Hit,
float  TimeTick,
const FVector &  MoveDelta,
float &  SubTickTimeRemaining 
)
overrideprotectedvirtual

Handle Blocking Hit. Function overriden to exclude collision with Base projectile

◆ SetComponentTickEnabled()

virtual void UMortarProProjectileMovement::SetComponentTickEnabled ( bool  bEnabled)
overridevirtual

Enables/ Disables Tick

Parameters
[in]bEnabledbool Variable for disabling enabling Tick

◆ SetTickDelay()

void UMortarProProjectileMovement::SetTickDelay ( const float &  TickDelay)

Sets Tick Delay for Projectile Movement Component

Parameters
[in]TickDelayfloat variable describing tick delay

◆ StopSimulating()

virtual void UMortarProProjectileMovement::StopSimulating ( const FHitResult &  Hit)
overrideprotectedvirtual

Stop Simulating when the projectile movement hit something

Parameters
[in]HitFHitResult

◆ TickComponent()

void UMortarProProjectileMovement::TickComponent ( float  DeltaTime,
enum ELevelTick  TickType,
FActorComponentTickFunction *  ThisTickFunction 
)
overrideprotected

Tick Component overriden to take delay into account

Member Data Documentation

◆ bCanTick

bool UMortarProProjectileMovement::bCanTick = true
protected

Whether we can tick or not

◆ LastTickTime

float UMortarProProjectileMovement::LastTickTime = 0.f
protected

Time at which we last tick

◆ TickDelay

float UMortarProProjectileMovement::TickDelay = 0.f
protected

Tick Delay with which we skil tick


The documentation for this class was generated from the following file: