Dungeon Generator  1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
ADungeonRoomSensorBase Member List

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

AddDungeonDoor(ADungeonDoorBase *dungeonDoorBase)ADungeonRoomSensorBase
AddDungeonTorch(AActor *actor)ADungeonRoomSensorBase
ADungeonGenerateBase (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBasefriend
ADungeonRoomSensorBase(const FObjectInitializer &initializer) (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBaseexplicit
ADungeonVerifiableActor(const FObjectInitializer &initializer)ADungeonVerifiableActorexplicitprotected
AreaRequiredPerPersonADungeonRoomSensorBaseprotected
AutoResetADungeonRoomSensorBaseprotected
BeginDestroy() override (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBasevirtual
BeginPlay() override (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBasevirtual
BoundingADungeonRoomSensorBaseprotected
BranchIdADungeonRoomSensorBaseprotected
DeepestDepthFromStartADungeonRoomSensorBaseprotected
DepthFromStartADungeonRoomSensorBaseprotected
DoorAddingProbabilityADungeonRoomSensorBaseprotected
DungeonDoorsADungeonRoomSensorBaseprotected
DungeonTorchesADungeonRoomSensorBaseprotected
EachDungeonDoors(Function &&function) const noexceptADungeonRoomSensorBaseinline
EachDungeonTorch(Function &&function) const noexceptADungeonRoomSensorBaseinline
EndPlay(const EEndPlayReason::Type EndPlayReason) override (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBasevirtual
GenerateCrc32(uint32_t crc=0xffffffffU) const noexcept overrideADungeonRoomSensorBasevirtual
ADungeonVerifiableActor::GenerateCrc32(const AActor *actor, uint32_t crc=0xffffffffU) noexceptADungeonVerifiableActorstatic
ADungeonVerifiableActor::GenerateCrc32(const FBox &box, uint32_t crc=0xffffffffU) noexceptADungeonVerifiableActorstatic
ADungeonVerifiableActor::GenerateCrc32(const FRotator &rotator, uint32_t crc=0xffffffffU) noexceptADungeonVerifiableActorstatic
ADungeonVerifiableActor::GenerateCrc32(const FQuat &rotator, uint32_t crc=0xffffffffU) noexceptADungeonVerifiableActorstatic
ADungeonVerifiableActor::GenerateCrc32(const FTransform &transform, uint32_t crc=0xffffffffU) noexceptADungeonVerifiableActorstatic
ADungeonVerifiableActor::GenerateCrc32(const FVector &vector, uint32_t crc=0xffffffffU) noexceptADungeonVerifiableActorstatic
GetBounding()ADungeonRoomSensorBase
GetBounding() constADungeonRoomSensorBase
GetDepthRatioFromStart() constADungeonRoomSensorBase
GetDoorAddingProbability() const noexceptADungeonRoomSensorBase
GetDungeonGeneratorTag()ADungeonRoomSensorBasestatic
GetDungeonGeneratorTags()ADungeonRoomSensorBasestatic
GetFloorHeightPosition(FVector &result, FVector startPosition, const float offsetHeight=0.f) constADungeonRoomSensorBase
GetIdentifier() const noexceptADungeonRoomSensorBase
GetInquireInteriorTags() constADungeonRoomSensorBase
GetLocalRandom()ADungeonRoomSensorBase
GetRoomSize() const noexceptADungeonRoomSensorBase
GetSynchronizedRandom()ADungeonRoomSensorBase
HasLockedDoor() constADungeonRoomSensorBase
HorizontalMarginADungeonRoomSensorBaseprotected
IdealNumberOfActor(const float areaRequiredPerPerson=500.f, const int32 maxNumberOfActor=5) constADungeonRoomSensorBase
IdentifierADungeonRoomSensorBaseprotected
ItemADungeonRoomSensorBaseprotected
MaxNumberOfActorADungeonRoomSensorBaseprotected
OnFallToAbyssADungeonRoomSensorBaseprotected
OnFinalize(const bool finish)ADungeonRoomSensorBase
OnInitialize(const EDungeonRoomParts parts, const EDungeonRoomItem item, const uint8 depthFromStart, const float depthFromStartRatio)ADungeonRoomSensorBase
OnNativeFinalize(const bool finish)ADungeonRoomSensorBaseprotectedvirtual
OnNativeInitialize()ADungeonRoomSensorBaseprotectedvirtual
OnNativePrepare(const FVector &center)ADungeonRoomSensorBaseprotectedvirtual
OnNativeReset(const bool fallToAbyss)ADungeonRoomSensorBaseprotectedvirtual
OnNativeResume()ADungeonRoomSensorBaseprotectedvirtual
OnPrepare(const float depthFromStartRatio)ADungeonRoomSensorBase
OnPrepare_Implementation(const float depthFromStartRatio) (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBasevirtual
OnReset(const bool fallToAbyss)ADungeonRoomSensorBase
OnResume()ADungeonRoomSensorBase
PartsADungeonRoomSensorBaseprotected
RandomPoint(FVector &result, const float offsetHeight=0.f, const bool useLocalRandom=true) constADungeonRoomSensorBase
RandomTransform(FTransform &result, const float offsetHeight=0.f, const bool useLocalRandom=true) constADungeonRoomSensorBase
RoomSizeADungeonRoomSensorBaseprotected
SetDoorAddingProbability(const uint8 doorAddingProbability) noexceptADungeonRoomSensorBase
SpawnActorFromClass(TSubclassOf< class AActor > actorClass, const FTransform transform, const ESpawnActorCollisionHandlingMethod spawnCollisionHandlingOverride=ESpawnActorCollisionHandlingMethod::Undefined, APawn *instigator_=nullptr, const bool transient=false)ADungeonRoomSensorBase
SpawnActorsADungeonRoomSensorBaseprotected
SpawnKeyActorADungeonRoomSensorBaseprotected
SpawnUniqueKeyActorADungeonRoomSensorBaseprotected
VerticalMarginADungeonRoomSensorBaseprotected
~ADungeonRoomSensorBase() override=default (defined in ADungeonRoomSensorBase)ADungeonRoomSensorBasevirtual
~ADungeonVerifiableActor() override=defaultADungeonVerifiableActorprotectedvirtual