#include <BTTask_FireWeapon.h>
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virtual EBTNodeResult::Type | ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
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virtual EBTNodeResult::Type | AbortTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
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virtual void | ExecuteTaskDelayed (TWeakObjectPtr< UBehaviorTreeComponent > OwnerComp) |
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void | ReloadStart (UWeaponComponent *WeaponComponent) |
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void | ReloadStop (UWeaponComponent *WeaponComponent) |
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void | Fire (UWeaponComponent *WeaponComponent) |
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void | FireRelased (UWeaponComponent *WeaponComponent) |
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◆ AbortTask()
EBTNodeResult::Type UBTTask_FireWeapon::AbortTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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uint8 * |
NodeMemory |
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) |
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overridevirtual |
◆ ExecuteTask()
EBTNodeResult::Type UBTTask_FireWeapon::ExecuteTask |
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UBehaviorTreeComponent & |
OwnerComp, |
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uint8 * |
NodeMemory |
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) |
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overridevirtual |
◆ ExecuteTaskDelayed()
void UBTTask_FireWeapon::ExecuteTaskDelayed |
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TWeakObjectPtr< UBehaviorTreeComponent > |
OwnerComp | ) |
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virtual |
◆ Fire()
void UBTTask_FireWeapon::Fire |
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UWeaponComponent * |
WeaponComponent | ) |
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◆ FireRelased()
void UBTTask_FireWeapon::FireRelased |
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UWeaponComponent * |
WeaponComponent | ) |
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◆ ReloadStart()
void UBTTask_FireWeapon::ReloadStart |
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UWeaponComponent * |
WeaponComponent | ) |
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◆ ReloadStop()
void UBTTask_FireWeapon::ReloadStop |
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UWeaponComponent * |
WeaponComponent | ) |
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◆ bAltFire
bool UBTTask_FireWeapon::bAltFire = false |
◆ bHoldFire
bool UBTTask_FireWeapon::bHoldFire = true |
◆ bPrimaryFire
bool UBTTask_FireWeapon::bPrimaryFire = false |
◆ FireDelay
FVector2D UBTTask_FireWeapon::FireDelay = FVector2D(0.2f, 0.5f) |
The documentation for this class was generated from the following files: