Head Mounted VR 2.5
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AVR_Weapon Member List

This is the complete list of members for AVR_Weapon, including all inherited members.

A_Press()AVR_Weaponvirtual
AsphaltParticleAVR_Weaponprotected
AVR_Actor()AVR_Actor
AVR_Weapon()AVR_Weapon
B_Press()AVR_Weaponvirtual
bAllowAmmoInAVR_Weaponprotected
bAmmoApplyedAVR_Weaponprotected
bAmmoLeftAVR_Weaponprotected
BeginPlay() overrideAVR_Weaponprotectedvirtual
bIsCollidingAVR_Actorprotected
bJustDropedAVR_Weaponprotected
bJustShootAVR_Weaponprotected
bLatsBulletShotAVR_Weaponprotected
BloodParticleAVR_Weaponprotected
BrickParticleAVR_Weaponprotected
bSaferPressedAVR_Weaponprotected
bShootAnimAVR_Weaponprotected
CanNonVRInteract()IVR_InteractionInterface
CanPullGrab()IVR_InteractionInterface
CardboardParticleAVR_Weaponprotected
CarpetParticleAVR_Weaponprotected
CImpactParticleAVR_Weaponprotected
ClayParticleAVR_Weaponprotected
ClothParticleAVR_Weaponprotected
ConcreteParticleAVR_Weaponprotected
CurrentCaliberAVR_Weaponprotected
CurrentMagAVR_Weaponprotected
DamageAVR_Weaponprotected
DefaultParticleAVR_Weaponprotected
DirtParticleAVR_Weaponprotected
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
ElectronicsParticleAVR_Weaponprotected
EmptySoundAVR_Weaponprotected
fHammer_XAVR_Weaponprotected
Fire()AVR_Weaponvirtual
FireSoundAVR_Weaponprotected
ForceCheckForGrabComponents()IVR_InteractionInterface
fTriggerPushIntAVR_Weaponprotected
GetCaliber() constAVR_Weaponinline
GetCurrentMag() constAVR_Weaponinline
GetDamage() constAVR_Weaponinline
GetHammer_X() constAVR_Weaponinline
GetInHandStatus() constAVR_Weaponinline
GetJustDroped() constAVR_Weaponinline
GetJustShot() constAVR_Weaponinline
GetMagAttachToMesh() constAVR_Weaponinline
GetMagBox() constAVR_Weaponinline
GetSaferPressed() constAVR_Weaponinline
GetStaticWeaponMesh() constAVR_Weaponinline
GetTriggerPushInt() constAVR_Weaponinline
GetWeaponMesh() constAVR_Weaponinline
GlassParticleAVR_Weaponprotected
Grab(class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle)IVR_InteractionInterface
GrabComponentAVR_Weapon
GrassParticleAVR_Weaponprotected
ImpactParticleAVR_Weaponprotected
IsColliding()IVR_InteractionInterface
IsColliding_Implementation()AVR_Actorinlinevirtual
IsGrabbed()IVR_InteractionInterface
IsHeldBy(class UVR_HandComponent *MotionController)IVR_InteractionInterface
IsNonVRInteractTillStop()IVR_InteractionInterface
LeavesParticleAVR_Weaponprotected
LMuzzleParticleAVR_Weaponprotected
LSmokeParticleAVR_Weaponprotected
MagAttachTo_MeshAVR_Weaponprotected
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_Weaponvirtual
MetalParticleAVR_Weaponprotected
MuzzleParticleAVR_Weaponprotected
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_HandMeshMainAVR_Weaponprotected
P_HandMeshSecondAVR_Weaponprotected
P_MotionControllerMainAVR_Weaponprotected
P_MotionControllerSecondAVR_Weaponprotected
P_PhysicsConstraintMainAVR_Weaponprotected
P_PhysicsConstraintSecondAVR_Weaponprotected
ParticleSizeAVR_Weaponprotected
PlasterParticleAVR_Weaponprotected
PlasticParticleAVR_Weaponprotected
PrevTransformAVR_Weaponprotected
ProjectileClassAVR_Weaponprotected
ReleaseMag()AVR_Weaponvirtual
RockParticleAVR_Weaponprotected
RunJustDropTimer()AVR_Weapon
SandParticleAVR_Weaponprotected
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
SheetRockParticleAVR_Weaponprotected
Shoot()IVR_InteractionInterface
SmokeParticleAVR_Weaponprotected
SnowParticleAVR_Weaponprotected
SpawnDecal(FHitResult HitResult)AVR_Weapon
Stop_NonVRInteraction(AVR_Player *Player)IVR_InteractionInterface
Tick(float DeltaTime) overrideAVR_Weaponvirtual
TileParticleAVR_Weaponprotected
UpdateAnimation()AVR_Weaponvirtual
VR_BulletDecalClassAVR_Weaponprotected
WaterParticleAVR_Weaponprotected
Weapon_Icon_MeshAVR_Weaponprotected
WeaponAnimationAVR_Weapon
WeaponLocOverlapEnd(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)AVR_Weaponvirtual
WoodParticleAVR_Weaponprotected