ABattleObject() | ABattleObject | |
ActionReg1 | ABattleObject | |
ActionReg2 | ABattleObject | |
ActionReg3 | ABattleObject | |
ActionReg4 | ABattleObject | |
ActionReg5 | ABattleObject | |
ActionReg6 | ABattleObject | |
ActionReg7 | ABattleObject | |
ActionReg8 | ABattleObject | |
ActionTime | ABattleObject | |
AddBattleObject(FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player) | ABattleObject | |
AddColor | ABattleObject | |
AddCommonBattleObject(FGameplayTag InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player) | ABattleObject | |
AddFadeColor | ABattleObject | |
AddFadeSpeed | ABattleObject | |
AddPosXWithDir(int InPosX) | ABattleObject | |
AddSpeedXRaw(int InSpeedX) | ABattleObject | |
AnimFrame | ABattleObject | |
AnimStructs | ABattleObject | |
AttachToSocketOfObject(FName InSocketName, FVector Offset, EObjType ObjType) | ABattleObject | |
AttackFlags | ABattleObject | |
AttackOwner | ABattleObject | |
AttackTarget | ABattleObject | |
B | ABattleObject | protected |
BeginPlay() override | ABattleObject | protectedvirtual |
bIsCommonState | ABattleObject | |
BlendAnimFrame | ABattleObject | |
BlendCelName | ABattleObject | |
BlendOffset | ABattleObject | |
Boxes | ABattleObject | protected |
CalculateAngleBetweenPoints(EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2) | ABattleObject | |
CalculateDistanceBetweenPoints(EDistanceType Type, EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2) | ABattleObject | |
CalculateHoming() | ABattleObject | protected |
CalculatePushbox() | ABattleObject | |
CallSubroutine(FGameplayTag Name) | ABattleObject | |
CallSubroutineWithArgs(FGameplayTag Name, int32 Arg1, int32 Arg2, int32 Arg3, int32 Arg4) | ABattleObject | |
CameraShake(FGameplayTag PatternName, int32 Scale) | ABattleObject | |
CelIndex | ABattleObject | |
CelName | ABattleObject | |
CharaSelectGameState | ABattleObject | |
CheckIsGrounded() const | ABattleObject | |
CollisionView() | ABattleObject | |
CounterHit | ABattleObject | |
CreateCharaParticle(FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator) | ABattleObject | |
CreateCommonParticle(FGameplayTag Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator) | ABattleObject | |
DeactivateObject() | ABattleObject | |
DetachFromSocket() | ABattleObject | |
Direction | ABattleObject | |
DisableInertia() | ABattleObject | |
DrawPriority | ABattleObject | |
EnableDeactivateIfBeyondBounds(bool Enable) | ABattleObject | |
EnableDeactivateOnReceiveHit(bool Enable) | ABattleObject | |
EnableDeactivateOnStateChange(bool Enable) | ABattleObject | |
EnableFlip(bool Enabled) | ABattleObject | |
EnableHit(bool Enabled) | ABattleObject | |
EnableInertia() | ABattleObject | |
EventHandlers | ABattleObject | |
FaceOpponent() | ABattleObject | |
FlipObject() | ABattleObject | |
FrameBlendPosition | ABattleObject | |
FuncCall(const FName &FuncName) const | ABattleObject | protected |
GameState | ABattleObject | |
GenerateRandomNumber(int32 Min, int32 Max) const | ABattleObject | |
GetAnimSequenceForPart(const FName Part) const | ABattleObject | |
GetBattleObject(EObjType Type) | ABattleObject | |
GetBoxes() | ABattleObject | |
GetCelName() const | ABattleObject | |
GetFlipbookForPart(const FName Part) const | ABattleObject | |
GetLabelName() const | ABattleObject | |
GetPosYCenter() const | ABattleObject | |
GotoLabel(FGameplayTag InName, bool ResetState=true) | ABattleObject | |
GotoLabelActive | ABattleObject | |
Gravity | ABattleObject | |
GroundHeight | ABattleObject | |
HaltMomentum() | ABattleObject | |
HandleClashCollision(ABattleObject *OtherObj) | ABattleObject | |
HandleFlip() | ABattleObject | |
HandleHitCollision(ABattleObject *AttackedObj) | ABattleObject | |
HandlePushCollision(ABattleObject *OtherObj) | ABattleObject | |
HitCommon | ABattleObject | |
HitPosX | ABattleObject | |
HitPosY | ABattleObject | |
Hitstop | ABattleObject | |
HomingParams | ABattleObject | |
IgnoreSuperFreeze(bool Ignore) | ABattleObject | |
Inertia | ABattleObject | |
InitEventHandler(EEventType EventType, FName FuncName, int32 Value, FGameplayTag SubroutineName) | ABattleObject | |
InitHitDataByAttackLevel(bool IsCounter) | ABattleObject | |
InitObject() | ABattleObject | |
IsActive | ABattleObject | |
IsPlayer | ABattleObject | |
IsStopped() const | ABattleObject | |
IsTimerPaused() const | ABattleObject | |
L | ABattleObject | protected |
LabelName | ABattleObject | |
LinkActor(FGameplayTag Name) | ABattleObject | |
LinkCharaParticle(FGameplayTag Name) | ABattleObject | |
LinkCommonParticle(FGameplayTag Name) | ABattleObject | |
LinkedActor | ABattleObject | |
LinkedParticle | ABattleObject | |
LoadForRollback(const unsigned char *Buffer) | ABattleObject | |
LogForSyncTestFile(std::ofstream &file) | ABattleObject | virtual |
MaterialLinkObj | ABattleObject | |
MaxCelTime | ABattleObject | |
MiscFlags | ABattleObject | |
Move() | ABattleObject | protected |
MulColor | ABattleObject | |
MulFadeColor | ABattleObject | |
MulFadeSpeed | ABattleObject | |
NextOffsetX | ABattleObject | |
NextOffsetY | ABattleObject | |
NormalHit | ABattleObject | |
ObjectID | ABattleObject | |
ObjectOffset | ABattleObject | |
ObjectReg1 | ABattleObject | |
ObjectReg2 | ABattleObject | |
ObjectReg3 | ABattleObject | |
ObjectReg4 | ABattleObject | |
ObjectReg5 | ABattleObject | |
ObjectReg6 | ABattleObject | |
ObjectReg7 | ABattleObject | |
ObjectReg8 | ABattleObject | |
ObjectRotation | ABattleObject | |
ObjectScale | ABattleObject | |
ObjectState | ABattleObject | |
ObjectStateIndex | ABattleObject | |
ObjectStateName | ABattleObject | |
ObjectsToIgnoreHitsFrom | ABattleObject | |
ObjNumber | ABattleObject | |
ObjSync | ABattleObject | |
ObjSyncEnd | ABattleObject | |
OrthoBlendActive | ABattleObject | |
PlayCharaSound(FGameplayTag Name) | ABattleObject | |
PlayCommonSound(FGameplayTag Name) | ABattleObject | |
Player | ABattleObject | |
PositionLinkObj | ABattleObject | |
PosTypeToPosition(EPosType Type, int32 *OutPosX, int32 *OutPosY) const | ABattleObject | |
PosX | ABattleObject | |
PosY | ABattleObject | |
PosZ | ABattleObject | |
PrevOffsetX | ABattleObject | |
PrevOffsetY | ABattleObject | |
PrevPosX | ABattleObject | |
PrevPosY | ABattleObject | |
PrevPosZ | ABattleObject | |
Pushback | ABattleObject | |
PushHeight | ABattleObject | protected |
PushHeightLow | ABattleObject | protected |
PushWidth | ABattleObject | protected |
PushWidthExtend | ABattleObject | protected |
R | ABattleObject | protected |
ReceivedHit | ABattleObject | |
ReceivedHitCommon | ABattleObject | |
RemoveEventHandler(EEventType EventType) | ABattleObject | |
RemoveLinkActor() | ABattleObject | |
ResetObject() | ABattleObject | |
ReturnReg | ABattleObject | |
SaveForRollback(unsigned char *Buffer) const | ABattleObject | |
ScreenSpaceDepthOffset | ABattleObject | |
SetAttacking(bool Attacking) | ABattleObject | |
SetBlendCelName(FGameplayTag InName) | ABattleObject | |
SetCelName(FGameplayTag InName) | ABattleObject | |
SetFacing(EObjDir NewDir) | ABattleObject | |
SetIgnoreHitstunScaling(bool Ignore) | ABattleObject | |
SetIgnoreOTG(bool Ignore) | ABattleObject | |
SetIgnorePushbackScaling(bool Ignore) | ABattleObject | |
SetObjectID(int InObjectID) | ABattleObject | |
SetProjectileAttribute(bool Attribute) | ABattleObject | |
SetProrateOnce(bool Once) | ABattleObject | |
SetPushCollisionActive(bool Active) | ABattleObject | |
SetPushWidthExtend(int32 Extend) | ABattleObject | |
SetSpeedXRaw(int InSpeedX) | ABattleObject | |
SetTimeUntilNextCel(int32 InTime) | ABattleObject | |
SetWallCollisionActive(bool Active) | ABattleObject | |
SocketName | ABattleObject | |
SocketObj | ABattleObject | |
SocketOffset | ABattleObject | |
SpeedX | ABattleObject | |
SpeedXRate | ABattleObject | |
SpeedXRatePerFrame | ABattleObject | |
SpeedY | ABattleObject | |
SpeedYRate | ABattleObject | |
SpeedYRatePerFrame | ABattleObject | |
SpeedZ | ABattleObject | |
SpeedZRate | ABattleObject | |
SpeedZRatePerFrame | ABattleObject | |
StartSuperFreeze(int Duration, int SelfDuration=0) | ABattleObject | |
StopLinkObj | ABattleObject | |
StunTime | ABattleObject | |
StunTimeMax | ABattleObject | |
SubroutineReg1 | ABattleObject | |
SubroutineReg2 | ABattleObject | |
SubroutineReg3 | ABattleObject | |
SubroutineReg4 | ABattleObject | |
SuperArmorData | ABattleObject | |
SuperArmorSuccess(const ABattleObject *Attacker) const | ABattleObject | protected |
T | ABattleObject | protected |
Tick(float DeltaTime) override | ABattleObject | virtual |
Timer0 | ABattleObject | |
Timer1 | ABattleObject | |
TimeUntilNextCel | ABattleObject | |
TriggerEvent(EEventType EventType) | ABattleObject | |
Update() | ABattleObject | virtual |
UpdateTime | ABattleObject | |
UpdateVisuals() | ABattleObject | virtual |