A_Press() | AVR_Weapon | virtual |
AsphaltParticle | AVR_Weapon | protected |
AVR_Actor() | AVR_Actor | |
AVR_Weapon() | AVR_Weapon | |
B_Press() | AVR_Weapon | virtual |
bAllowAmmoIn | AVR_Weapon | protected |
bAmmoApplyed | AVR_Weapon | protected |
bAmmoLeft | AVR_Weapon | protected |
BeginPlay() override | AVR_Weapon | protectedvirtual |
bIsColliding | AVR_Actor | protected |
bJustDroped | AVR_Weapon | protected |
bJustShoot | AVR_Weapon | protected |
bLatsBulletShot | AVR_Weapon | protected |
BloodParticle | AVR_Weapon | protected |
BrickParticle | AVR_Weapon | protected |
bSaferPressed | AVR_Weapon | protected |
bShootAnim | AVR_Weapon | protected |
CanNonVRInteract() | IVR_InteractionInterface | |
CanPullGrab() | IVR_InteractionInterface | |
CardboardParticle | AVR_Weapon | protected |
CarpetParticle | AVR_Weapon | protected |
CImpactParticle | AVR_Weapon | protected |
ClayParticle | AVR_Weapon | protected |
ClothParticle | AVR_Weapon | protected |
ConcreteParticle | AVR_Weapon | protected |
CurrentCaliber | AVR_Weapon | protected |
CurrentMag | AVR_Weapon | protected |
Damage | AVR_Weapon | protected |
DefaultParticle | AVR_Weapon | protected |
DirtParticle | AVR_Weapon | protected |
Do_On_A_Press() | AVR_Weapon | |
Do_On_B_Press() | AVR_Weapon | |
DoAfterEmptyShoot() | AVR_Weapon | |
DoAfterFire(bool IsTraceHit, FHitResult OutTraceHit) | AVR_Weapon | |
DoOnMagIn() | AVR_Weapon | |
DoOnReleaseMag() | AVR_Weapon | |
Drop(class UVR_HandComponent *MotionController) | IVR_InteractionInterface | |
ElectronicsParticle | AVR_Weapon | protected |
EmptySound | AVR_Weapon | protected |
fHammer_X | AVR_Weapon | protected |
Fire() | AVR_Weapon | virtual |
FireSound | AVR_Weapon | protected |
ForceCheckForGrabComponents() | IVR_InteractionInterface | |
fTriggerPushInt | AVR_Weapon | protected |
GetCaliber() const | AVR_Weapon | inline |
GetCurrentMag() const | AVR_Weapon | inline |
GetDamage() const | AVR_Weapon | inline |
GetHammer_X() const | AVR_Weapon | inline |
GetInHandStatus() const | AVR_Weapon | inline |
GetJustDroped() const | AVR_Weapon | inline |
GetJustShot() const | AVR_Weapon | inline |
GetMagAttachToMesh() const | AVR_Weapon | inline |
GetMagBox() const | AVR_Weapon | inline |
GetSaferPressed() const | AVR_Weapon | inline |
GetStaticWeaponMesh() const | AVR_Weapon | inline |
GetTriggerPushInt() const | AVR_Weapon | inline |
GetWeaponMesh() const | AVR_Weapon | inline |
GlassParticle | AVR_Weapon | protected |
Grab(class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle) | IVR_InteractionInterface | |
GrabComponent | AVR_Weapon | |
GrassParticle | AVR_Weapon | protected |
ImpactParticle | AVR_Weapon | protected |
IsColliding() | IVR_InteractionInterface | |
IsColliding_Implementation() | AVR_Actor | inlinevirtual |
IsGrabbed() | IVR_InteractionInterface | |
IsHeldBy(class UVR_HandComponent *MotionController) | IVR_InteractionInterface | |
IsNonVRInteractTillStop() | IVR_InteractionInterface | |
LeavesParticle | AVR_Weapon | protected |
LMuzzleParticle | AVR_Weapon | protected |
LSmokeParticle | AVR_Weapon | protected |
MagAttachTo_Mesh | AVR_Weapon | protected |
MagLocOverlapBegin(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) | AVR_Weapon | |
MagLocOverlapEnd(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) | AVR_Weapon | virtual |
MetalParticle | AVR_Weapon | protected |
MuzzleParticle | AVR_Weapon | protected |
NonVRInteraction(AVR_Player *Player) | IVR_InteractionInterface | |
OnHit(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) | AVR_Weapon | |
OnHitCheckColliding(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) | AVR_Actor | |
P_HandMeshMain | AVR_Weapon | protected |
P_HandMeshSecond | AVR_Weapon | protected |
P_MotionControllerMain | AVR_Weapon | protected |
P_MotionControllerSecond | AVR_Weapon | protected |
P_PhysicsConstraintMain | AVR_Weapon | protected |
P_PhysicsConstraintSecond | AVR_Weapon | protected |
ParticleSize | AVR_Weapon | protected |
PlasterParticle | AVR_Weapon | protected |
PlasticParticle | AVR_Weapon | protected |
PrevTransform | AVR_Weapon | protected |
ProjectileClass | AVR_Weapon | protected |
ReleaseMag() | AVR_Weapon | virtual |
RockParticle | AVR_Weapon | protected |
RunJustDropTimer() | AVR_Weapon | |
SandParticle | AVR_Weapon | protected |
SetCaliber(uint8 Caliber) | AVR_Weapon | |
SetHammer_X(float Int) | AVR_Weapon | |
SetJustShot(bool JustShoot) | AVR_Weapon | |
SetSaferPressed(bool Status) | AVR_Weapon | |
SetTriggerPushInt(float Int) | AVR_Weapon | |
SheetRockParticle | AVR_Weapon | protected |
Shoot() | IVR_InteractionInterface | |
SmokeParticle | AVR_Weapon | protected |
SnowParticle | AVR_Weapon | protected |
SpawnDecal(FHitResult HitResult) | AVR_Weapon | |
Stop_NonVRInteraction(AVR_Player *Player) | IVR_InteractionInterface | |
Tick(float DeltaTime) override | AVR_Weapon | virtual |
TileParticle | AVR_Weapon | protected |
UpdateAnimation() | AVR_Weapon | virtual |
VR_BulletDecalClass | AVR_Weapon | protected |
WaterParticle | AVR_Weapon | protected |
Weapon_Icon_Mesh | AVR_Weapon | protected |
WeaponAnimation | AVR_Weapon | |
WeaponLocOverlapEnd(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) | AVR_Weapon | virtual |
WoodParticle | AVR_Weapon | protected |