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ABombard

#include <Bombard.h>

Inherits from ASiegeEngine, ILoadItemInterface, ATBLCharacterBase, IReplicatedSubobjectInterface, IDamagerInterface, ACharacter, ISignificanceInterface

Public Functions

Name
ABombard()
void AddLogEntry(const FString & LogEntry)
void BombardLoadItem(AInventoryItem * Item, ATBLCharacter * Initiator)
void BroadcastStartFire(const TArray< ATBLCharacter * > & KnockbackCharacters)
void EventUsePressed(APawn * InPawn, UInteractableComponent * InInteractable)
[[EBombardState]] GetBombardState() const
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
UPrimitiveComponent * GetLoadVolume()
UPrimitiveComponent * GetReloadCollision()
bool IsBroken() const
bool IsInteractable() const
bool IsPackaged() const
bool IsPushable() const
void K2_OnBombardStateChanged([[EBombardState]] State, [[EBombardState]] PreviousState)
void OnFire()
void OnRep_BombardState([[EBombardState]] PreviousState)
void OnRep_FuseEndTime()
void OnRep_LoadedAmmo()
void OnRep_RotationPitch()
void OnRep_RotationSpeed()
void RemoveAttachedItem(AInventoryItem * Item)
void SetBombardState([[EBombardState]] State)
void StartFire()

Protected Functions

Name
bool CanLoad(AInventoryItem * Item)
void ClientOnFire()
bool IsBombardAmmo(AInventoryItem * Item) const
void OnBombardFireAnimBegin(UTBLBombardAnimInstance * AnimInstance)
void OnBombardFireAnimComplete()
void OnDamageTaken(const FDamageTakenEvent & Event)
void OnHealthChanged(float Amount, AActor * Initiator)
void OnItemPickup(AInventoryItem * Item, bool IsAddedToInventory)
void OnKilled(const FDeathDamageTakenEvent & Event)
void OnLoadVolumeBeginOverlap(UPrimitiveComponent * OverlappedComponent, AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & OverlapInfo)
void OnLoadVolumeEndOverlap(UPrimitiveComponent * OverlappedComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex)
void OnLoadedAmmoPorjectileMovementFinished()
void OnPushableActivated(bool IsActive)
void OnReloadCollision(UPrimitiveComponent * OverlappedComponent, AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & OverlapInfo)
void ReadyToFire()
void ServerPitchInput(float Value)
void ServerStartFuse()
void SetBroken(bool bInBroken)

Public Attributes

Name
UAbilitiesComponent * Abilities
TSubclassOf< UAnimInstance > AnimationBlueprint
TArray< AInventoryItem * > AttachedItems
float AutoLoadFacingAngle
float BaseTurnRate
FProjectileSounds BombardProjectileSoundOverride
float BombardRecoilCharacterVelocity
AInventoryItem * BombardSiegeWeapon
UAnimationAsset * BrokenAnimation
USkeletalMesh * BrokenMesh
UParticleSystem * BrokenParticle
FSiegeEngineDamageSounds DamageSounds
USkeletalMesh * DamagedMesh
float DamagedThreshold
float DelayUntilPushbackKnockdown
UPhysicsAsset * DestroyedPhysAsset
float DrawStrength
TArray< UAkAudioEvent * > FiringSounds
float FuseDuration
float FuseEndTime
USkeletalMesh * HealthyMesh
uint8 IsBeingRotated
UAkAudioEvent * ItemLoadedSound
AInventoryItem * LastLoadedAmmo
AInventoryItem * LoadedAmmo
TWeakObjectPtr< ATBLPlayerState > LoadedAmmoInstigator
FName LoadedAmmoSocketName
UInteractableComponent * MountInteractable
UAkAudioEvent * MountSound
FVector MuzzleDestroyingBoxExtent
FOnBombardDamagedMeshApplied OnBombardDamagedMeshApplied
FOnBombardFireAction OnBombardFireAction
FOnBombardKilled OnBombardKilled
FBombardStateChanged OnBombardStateChanged
FOnFuseStarted OnFuseStarted
FOnBombardRepaired OnRepaired
float PitchLoopSoundFadeOutTime
float PitchMax
float PitchMin
UAkAudioEvent * PlayPitchLoopSound
UAkAudioEvent * PlayReloadLoopSound
UAkAudioEvent * PlayTurnLoopSound
UPhysicsAsset * PushablePhysAsset
UPushingComponent * PushingComponent
int32 PushingPriority
UAkAudioEvent * ReadyToFireSound
UBoxComponent * RecoilKnockback
URepairableComponent * Repairable
float RotationPitch
UPhysicsAsset * StationaryPhysAsset
UStatsComponent * Stats
UAkAudioEvent * StopPitchLoopSound
UAkAudioEvent * StopReloadLoopSound
UAkAudioEvent * StopTurnLoopSound
float TurnLimitStrength
TArray< TSubclassOf< AInventoryItem > > WhitelistAmmoItemTypes
bool bDrawMuzzleExplosionExtent
bool bFocusHeld
bool bIsFiring
bool bKillPlayersInMuzzleExplosion
bool bReloadHeld

Protected Attributes

Name
TWeakObjectPtr< ATBLCharacter > BlockedAutoLoadCharacter
[[EBombardState]] BombardState
TWeakObjectPtr< ATBLCharacter > FuseInitiatorDriver
int32 HorizLockId
FVector_NetQuantize10 InitialRotation
FRotator LastAimRotation
float LastPitchRate
FProjectileSounds LoadedAmmoProjectileBackupSounds
TArray< USceneComponent * > LoadingComponentList
float MoveBackHeldTime
float MoveForwardHeldTime
TArray< ATBLCharacter * > OverlappingCharacters
float PitchRate
int32 TurnRateId
int32 VertLockId
bool bIsBroken
bool bIsPlayingPitchSound
bool bMoveBackHeld
bool bMoveForwardHeld
bool bReplicatedIsBroken

Updated on 2025-01-21 at 09:02:23 +0100