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UProjectileTargetMethod

#include <ProjectileTargetMethod.h>

Inherits from UCompositeTargetMethod, UAbilityTargetMethod, UTBLObject, UAssemblyObject, UObject

Inherited by UBombardTargetMethod, UCatapultTargetMethod

Public Functions

Name
UProjectileTargetMethod()

Protected Functions

Name
void AddDelayedHit(const [[FHitResult]] & Hit)
void HandleDelayedHits()
void HandleDelayedHitsCosmetic()
bool HandleParries([[FHitResult]] Hit, ATBLCharacter * HitCharacter)
void HandlePassiveShieldHit(AInventoryItem * Shield, ATBLCharacter * HitCharacter, [[FHitResult]] Hit)
void OnBeginOverlap(AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & OverlapInfo)
void OnBeginOverlapCosmetic(AActor * Other, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [[FHitResult]] & HitResult)
void OnHit(AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const [[FHitResult]] & Hit)
void OnHitCosmetic(AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const [[FHitResult]] & Hit)
void OnProjectileBeginPlay(AInventoryItem * Item)
void OnProjectileDestroyed(AActor * DestroyedActor)
void OnProjectileDestroyedCosmetic(AActor * DestroyedActor)
void OnProjectileDisabled()
void OnProjectileMovementFinished()
void OnStop(const [[FHitResult]] & Hit)
AInventoryItem * SpawnProjectile(FTransform SpawnTransform, bool bFakeClient, AActor * TargetProj, int32 InvocationId)
void UpdateFakeClientProjectile()

Public Attributes

Name
UAbilityTargetMethod * HitTargetMethod
FName ProjectileName
TArray< UAction * > ProjectileSpawnedActions
bool bHitDeactivatesInvocation

Protected Attributes

Name
float AllowedClientSpawnLocationErrorSq
TArray< UProjectileCollision * > CollisionHandlers
TWeakObjectPtr< AInventoryItem > CosmeticProjectile
TWeakObjectPtr< UTBLProjectileMovementComponent > CosmeticProjectileMovement
TArray< [[FHitResult]] > DelayedCharacterHits
TArray< [[FHitResult]] > DelayedCharacterHitsCosmetic
TArray< [[FHitResult]] > DelayedNonCharacterHits
TArray< [[FHitResult]] > DelayedNonCharacterHitsCosmetic
FVector FakeClientInterpOffset
TWeakObjectPtr< UTBLProjectileMovementComponent > FakeClientProjectile
TMap< TWeakObjectPtr< UTBLProjectileMovementComponent >, TWeakObjectPtr< UTBLProjectileMovementComponent > > FakeClientTargetMap
float FakeClientTotalTime
TWeakObjectPtr< USceneComponent > FakeClientUpdatedComponent
float LastFakeClientTime
TWeakObjectPtr< AInventoryItem > Projectile
TWeakObjectPtr< UTBLProjectileMovementComponent > ProjectileMovement
bool bSpawnFakeProjectileOnServerRep
bool bWantsToFinish

Updated on 2025-01-21 at 09:02:24 +0100