| bAmmoLeft | UMortarProAimingComponent | protected |
| Barrel | UMortarProAimingComponent | protected |
| bDrawDebugTargetSphere | UMortarProAimingComponent | private |
| BeginAimingMovementTowardsTarget | UMortarProAimingComponent | |
| BeginFire | UMortarProAimingComponent | |
| BeginIdleState | UMortarProAimingComponent | |
| BeginPlay() override | UMortarProSemiAutoAimingComponent | protectedvirtual |
| bEnableBulletHell | UMortarProAimingComponent | protected |
| 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() override | UMortarProSemiAutoAimingComponent | virtual |
| 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 | |
| GetReloadTimeInSeconds() const | UMortarProSemiAutoAimingComponent | |
| 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 | |
| IsReloading() | UMortarProSemiAutoAimingComponent | |
| LastFireTime | UMortarProAimingComponent | protected |
| MinSpeedThreshold | UMortarProAimingComponent | private |
| MoveTowards(const FVector &HitLocation) | UMortarProAimingComponent | private |
| OriginalReloadTimeInSeconds | UMortarProSemiAutoAimingComponent | private |
| OutLaunchVelocity | UMortarProAimingComponent | private |
| OwnerActor | UMortarProAimingComponent | protected |
| OwnerName | UMortarProAimingComponent | protected |
| PoolingSubSystem | UMortarProAimingComponent | private |
| PredictTargetPosition(FVector &OriginalTargetLocation) | UMortarProAimingComponent | private |
| PreFire() | UMortarProSemiAutoAimingComponent | private |
| PreviousTargetActor | UMortarProAimingComponent | private |
| PreviousTargetLocation | UMortarProAimingComponent | private |
| ProjectileSpawnSockets | UMortarProAimingComponent | protected |
| ProjectileSpeed | UMortarProAimingComponent | private |
| ReloadTimeInSeconds | UMortarProSemiAutoAimingComponent | protected |
| ResetAimingRunTimeParameters() override | UMortarProSemiAutoAimingComponent | virtual |
| SecondaryTargets | UMortarProAimingComponent | private |
| SetBarrelState() override | UMortarProSemiAutoAimingComponent | virtual |
| 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 | |
| SetReloadTimeInSeconds(const float &ReloadTime) | UMortarProSemiAutoAimingComponent | |
| SetShotsSpreadDegree(const float &ShotsSpread) | UMortarProAimingComponent | |
| SetUnlimitedAmmo(const bool &bUnlimited) | UMortarProAimingComponent | |
| ShotsSpreadDegree | UMortarProAimingComponent | protected |
| SpawnProjectile(TMap< FName, FMortarProGunSocketProperties >::TConstIterator &It) | UMortarProAimingComponent | private |
| 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 | |
| UMortarProSemiAutoAimingComponent() | UMortarProSemiAutoAimingComponent | |
| VelocityThreshold | UMortarProAimingComponent | private |