| AddBattleObject(const UState *InState, int PosX, int PosY, EObjDir Dir, int32 ObjectStateIndex, bool bIsCommonState, APlayerObject *Parent) const | ANightSkyGameState | |
| ANightSkyGameState() | ANightSkyGameState | |
| ANightSkyWTGameState() | ANightSkyWTGameState | |
| AudioManager | ANightSkyGameState | |
| BattleExtensionData | ANightSkyGameState | |
| BattleExtensionNames | ANightSkyGameState | |
| BattleExtensions | ANightSkyGameState | |
| BattleHudActor | ANightSkyGameState | |
| BattleHudVisibility(bool Visible) | ANightSkyGameState | |
| BattleSceneTransform | ANightSkyGameState | |
| BattleState | ANightSkyGameState | |
| BeginPlay() override | ANightSkyWTGameState | protectedvirtual |
| bIsBattling | ANightSkyWTGameState | |
| bIsMatchEnd | ANightSkyWTGameState | |
| bIsPlayingSequence | ANightSkyGameState | |
| bPauseGame | ANightSkyGameState | |
| bViewCollision | ANightSkyGameState | |
| CallAssist(const bool IsP1, int AssistIndex, const FGameplayTag AssistName) | ANightSkyGameState | |
| CallBattleExtension(FGameplayTag Name) | ANightSkyGameState | |
| CameraActor | ANightSkyGameState | |
| CameraShake(const TSubclassOf< UCameraShakeBase > &Pattern, float Scale) const | ANightSkyGameState | |
| CanTag(const APlayerObject *InPlayer, int TeamIndex) const | ANightSkyGameState | |
| CollisionView() const | ANightSkyGameState | protected |
| CreateChecksum() | ANightSkyGameState | protected |
| EndMatch() | ANightSkyGameState | |
| EndMatch_BP() | ANightSkyGameState | |
| FighterRunner | ANightSkyGameState | |
| GameInstance | ANightSkyGameState | |
| GetGauge(bool IsP1, int32 GaugeIndex) const | ANightSkyGameState | |
| GetLocalInputs(int Index) const | ANightSkyGameState | |
| GetMainPlayer(bool IsP1) const | ANightSkyGameState | |
| GetNetworkStats() const | ANightSkyGameState | protected |
| GetTeam(bool IsP1) const | ANightSkyGameState | |
| HandleHitCollision() const | ANightSkyGameState | protected |
| HandleMatchWin() | ANightSkyGameState | protected |
| HandlePushCollision() const | ANightSkyGameState | protected |
| HandleRoundWin() | ANightSkyGameState | protected |
| HUDInit() const | ANightSkyGameState | |
| Init(APlayerObject *P1, APlayerObject *P2) | ANightSkyWTGameState | |
| ANightSkyGameState::Init() | ANightSkyGameState | protected |
| IsTagBattle() const | ANightSkyGameState | |
| LoadForRollback(const TArray< uint8 > &InBytes) | ANightSkyGameState | |
| LoadGameState() | ANightSkyGameState | |
| LocalFrame | ANightSkyGameState | |
| ManageAudio() | ANightSkyGameState | |
| MatchInit() | ANightSkyGameState | |
| MaxBattleObjects | ANightSkyGameState | |
| Objects | ANightSkyGameState | |
| OnBattleEndDelegate | ANightSkyWTGameState | |
| ParticleManager | ANightSkyGameState | |
| PlayAnnouncerVoice(USoundBase *InSoundWave, float MaxDuration) | ANightSkyGameState | |
| PlayCharaAudio(USoundBase *InSoundWave, float MaxDuration) | ANightSkyGameState | |
| PlayCommonAudio(USoundBase *InSoundWave, float MaxDuration) | ANightSkyGameState | |
| Players | ANightSkyGameState | |
| PlayIntros() | ANightSkyGameState | protected |
| PlayLevelSequence(APlayerObject *Target, APlayerObject *Enemy, ULevelSequence *Sequence) | ANightSkyGameState | |
| PlayMusic(const FGameplayTag Name) | ANightSkyGameState | |
| PlayMusic(USoundBase *InSoundWave, float MaxDuration) | ANightSkyGameState | |
| PlayVoiceLine(USoundBase *InSoundWave, float MaxDuration, int Player) | ANightSkyGameState | |
| RemoteFrame | ANightSkyGameState | |
| RollbackData | ANightSkyGameState | |
| RollbackStartAudio(int32 InFrame) | ANightSkyGameState | |
| RoundInit() | ANightSkyGameState | |
| SaveForRollback() | ANightSkyGameState | |
| SaveGameState(int32 *InChecksum) | ANightSkyGameState | |
| ScreenPosToWorldPos(int32 X, int32 Y, int32 *OutX, int32 *OutY) const | ANightSkyGameState | |
| SequenceActor | ANightSkyGameState | |
| SequenceCameraActor | ANightSkyGameState | |
| SequenceEnemy | ANightSkyGameState | |
| SequenceTarget | ANightSkyGameState | |
| SetDrawPriorityFront(ABattleObject *InObject) const | ANightSkyGameState | |
| SetGauge(bool IsP1, int32 GaugeIndex, int32 Value) | ANightSkyGameState | |
| SetOtherChecksum(uint32 RemoteChecksum, int32 InFrame) | ANightSkyGameState | |
| SetScreenBounds() const | ANightSkyGameState | |
| SetScreenCorners() | ANightSkyGameState | |
| SortedObjects | ANightSkyGameState | |
| SortObjects() | ANightSkyGameState | protected |
| StartSuperFreeze(int32 Duration, int32 SelfDuration, ABattleObject *CallingObject) | ANightSkyGameState | |
| SwitchMainPlayer(APlayerObject *InPlayer, int TeamIndex) | ANightSkyGameState | |
| Tick(float DeltaTime) override | ANightSkyWTGameState | virtual |
| UpdateCamera() | ANightSkyGameState | |
| UpdateGameState() | ANightSkyGameState | |
| UpdateGameState(int32 Input1, int32 Input2, bool bShouldResimulate) | ANightSkyGameState | |
| UpdateHUD() const | ANightSkyGameState | |
| UpdateLocalInput() | ANightSkyGameState | protected |
| UpdateScreen() | ANightSkyGameState | |
| UpdateVisuals() const | ANightSkyGameState | protected |
| UseGauge(bool IsP1, int32 GaugeIndex, int32 Value) | ANightSkyGameState | |