#include <WeaponInstanceActor.h>
◆ BeginPlay()
void AWeaponInstanceActor::BeginPlay |
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overrideprotectedvirtual |
◆ EndPlay()
void AWeaponInstanceActor::EndPlay |
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const EEndPlayReason::Type |
EndPlayReason | ) |
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overridevirtual |
◆ GetOwnedPlayerState()
APlayerState * AWeaponInstanceActor::GetOwnedPlayerState |
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const |
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overridevirtual |
◆ GetOwningPawn()
◆ GetOwningWeaponCDO() [1/2]
◆ GetOwningWeaponCDO() [2/2]
template<class T >
const T * AWeaponInstanceActor::GetOwningWeaponCDO |
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const |
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inline |
◆ GetOwningWeaponClass()
FORCEINLINE TSubclassOf< UWeaponInstance > AWeaponInstanceActor::GetOwningWeaponClass |
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const |
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inline |
◆ GetOwningWeaponComponent()
UWeaponComponent * AWeaponInstanceActor::GetOwningWeaponComponent |
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const |
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virtual |
◆ GetPlayerOwner()
APlayerState * AWeaponInstanceActor::GetPlayerOwner |
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const |
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inline |
◆ GetTeam()
int32 AWeaponInstanceActor::GetTeam |
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const |
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overridevirtual |
◆ IsLocallyOwned()
bool AWeaponInstanceActor::IsLocallyOwned |
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const |
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inline |
◆ OnOwnerLeave()
void AWeaponInstanceActor::OnOwnerLeave |
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overridevirtual |
◆ SetWeaponInstanceClass()
virtual void AWeaponInstanceActor::SetWeaponInstanceClass |
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TSubclassOf< UWeaponInstance > |
WeaponInstanceClass | ) |
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inlinevirtual |
◆ OwningWeaponClass
TSubclassOf<UWeaponInstance> AWeaponInstanceActor::OwningWeaponClass = NULL |
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protected |
◆ PlayerOwner
APlayerState* AWeaponInstanceActor::PlayerOwner = NULL |
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protected |
The documentation for this class was generated from the following files: