Bullet class.
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#include <VR_AmmoRound.h>
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| AVR_AmmoRound () |
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void | SetCaliber (uint8 NewCaliber) |
| Set Bullet Caliber.
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virtual bool | Fire () |
| Fire a Bullet. Returns "True" if bullet firs first time.
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FORCEINLINE uint8 | GetCaliber () const |
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FORCEINLINE bool | GetSheel () const |
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| AVR_StaticMesh () |
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void | UpdateModel (class UStaticMesh *NewMesh) |
| Updates the Pickup mesh model.
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void | UpdateMaterial (class UMaterialInterface *NewMaterial) |
| Updates the Pickup mesh material.
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void | UpdateMass (float NewMass) |
| Updates the mass on the object.
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FORCEINLINE class UStaticMeshComponent * | GetPickupMesh () const |
| Get Pickup Mesh.
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virtual void | Tick (float DeltaTime) override |
| Called every frame.
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| AVR_Actor () |
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virtual bool | IsColliding_Implementation () |
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void | OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) |
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void | Pickup (class AActor *VR_MotionConttroller, class USceneComponent *MotionController, class UPhysicsConstraintComponent *PickPhysicsConstraint, class USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand) |
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void | Drop (class UPhysicsConstraintComponent *PickPhysicsConstraint) |
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bool | IsGrabbed () |
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bool | CanPullGrab () |
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void | Interaction (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle) |
| Used for interaction with objects such as door.
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bool | IsColliding () |
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void | Stop_Interaction (class AVR_Hands *MotionController) |
| Stop object interaction.
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void | Shoot () |
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bool | IsHeldBy (class AVR_Hands *MotionController) |
| Indetify if object is held by MotionController.
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bool | CanNonVRInteract () |
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bool | ForceCheckForGrabComponents () |
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void | NonVRInteraction (AVR_Player *Player) |
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bool | IsNonVRInteractTillStop () |
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void | Stop_NonVRInteraction (AVR_Player *Player) |
| Stop object interaction.
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virtual void | BeginPlay () override |
| Called when the game starts or when spawned.
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◆ AVR_AmmoRound()
AVR_AmmoRound::AVR_AmmoRound |
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◆ BeginPlay()
void AVR_AmmoRound::BeginPlay |
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overrideprotectedvirtual |
Called when the game starts or when spawned.
Reimplemented from AVR_StaticMesh.
◆ Fire()
bool AVR_AmmoRound::Fire |
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virtual |
Fire a Bullet. Returns "True" if bullet firs first time.
◆ GetCaliber()
FORCEINLINE uint8 AVR_AmmoRound::GetCaliber |
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const |
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inline |
◆ GetSheel()
FORCEINLINE bool AVR_AmmoRound::GetSheel |
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const |
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inline |
◆ SetCaliber()
void AVR_AmmoRound::SetCaliber |
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uint8 | NewCaliber | ) |
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Set Bullet Caliber.
- Parameters
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◆ bAttacched
bool AVR_AmmoRound::bAttacched |
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protected |
True -> If bullet is Attacched.
◆ bSheel
bool AVR_AmmoRound::bSheel |
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protected |
◆ BulletShellMesh
class UStaticMeshComponent* AVR_AmmoRound::BulletShellMesh |
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protected |
◆ Caliber
uint8 AVR_AmmoRound::Caliber |
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protected |
The documentation for this class was generated from the following files:
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Public/VR/VR_Player/Weapons/VR_AmmoRound.h
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Player/Weapons/VR_AmmoRound.cpp