KPT 0.0.1
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AActiveProjectile 클래스 참조

#include <ActiveProjectile.h>

AActiveProjectile에 대한 상속 다이어그램 :
AActiveProjectile에 대한 협력 다이어그램:

추가로 상속된 멤버들

AProjectileBase(으)로부터 상속된 Public 멤버 함수
 AProjectileBase ()
void ActivateProjectile (const FDetailedSkillData &CalculatedData, FGameplayTag InVFXCueTag, UAbilitySystemComponent *InSourceASC, const FTransform &SpawnTransform, AActor *NewOwner, APawn *NewInstigator, int32 InMyIndex, int32 InTotalCount)
void DeactivateProjectile ()
void OnCapsuleBeginOverlap (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
void ReturnToPool ()
void SetOwningPool (UProjectilePoolSubsystem *InPool)
AProjectileBase(으)로부터 상속된 Public 속성
bool bDrawDebugCollision = false
bool bIsActive = false
bool bMultiHit = false
float CollisionSize
TSubclassOf< UGameplayEffect > CueTriggerEffectClass
float Damage = 0.f
int32 MaxPierceCount = 1
TSubclassOf< UGameplayEffect > PayloadEffectClass
TObjectPtr< UAbilitySystemComponent > SourceASC
AProjectileBase(으)로부터 상속된 Protected 멤버 함수
void ApplyDamageToTarget (AActor *HitActor)
void ApplySkillData (const FDetailedSkillData &CalculatedData)
virtual void ApplySkillData_Implementation (const FDetailedSkillData &CalculatedData)
virtual void BeginPlay () override
virtual void Destroyed () override
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
virtual void Multicast_Activate (const FDetailedSkillData &CalculatedData, FGameplayTag InVFXCueTag, UAbilitySystemComponent *InSourceASC, const FTransform &SpawnTransform, AActor *NewOwner, APawn *NewInstigator, int32 InMyIndex, int32 InTotalCount)
virtual void Multicast_Deactivate ()
void OnActivated ()
virtual void OnActivated_Implementation ()
void OnBeforeLifeSpanExpired ()
void OnDeactivated ()
virtual void OnDeactivated_Implementation ()
void OnLifeSpanExpired ()
void ProcessMultiHit ()
void StartLifeSpan ()
virtual void StartLifeSpan_Implementation ()
virtual void Tick (float DeltaTime) override
AProjectileBase(으)로부터 상속된 Protected 속성
FTimerHandle BeforeReturnToPoolTimerHandle
int32 CurrentHitCount = 0
FDetailedSkillData CurrentSkillData
FTimerHandle HitTimerHandle
TMap< TWeakObjectPtr< AActor >, float > LastHitTimestamps
float MultiHitInterval = 0.5f
int32 MyIndex
TObjectPtr< UNiagaraComponent > NiagaraComponent
TObjectPtr< UProjectilePoolSubsystemOwningPool
TObjectPtr< UProjectileMovementComponent > ProjectileMovement
FTimerHandle ReturnToPoolTimerHandle
TObjectPtr< UCapsuleComponent > RootCapsule
int32 TotalCount
FGameplayTag VFXCueTag

상세한 설명

ActiveProjectile.h 파일의 12 번째 라인에서 정의되었습니다.


이 클래스에 대한 문서화 페이지는 다음의 파일로부터 생성되었습니다.:
  • C:/Users/user/Perforce/alz7_CobaltbruWorkspace_00/KPT/Source/KPT/Skill/Projectile/ActiveProjectile.h