LEAP Documentation 40220
Documentation for the LEAP project
UWeaponInstance Class Reference

#include <WeaponInstance.h>

Inheritance diagram for UWeaponInstance:
IReactsToMatchEvents IObjectInfoInterface UWeaponInstanceDesignator UWeaponInstanceMelee UWeaponInstanceRadar UWeaponInstanceRanged UWeaponInstanceSpawnable UWeaponInstanceSpawnableVehicle UWeaponInstanceToggleable UWeaponInstanceDesignatorGuided UWeaponInstanceGroundPound UWeaponInstanceMeleeDash UWeaponInstancePowerSword UWeaponInstanceBeam UWeaponInstanceProjectile UWeaponInstanceTrace UWeaponInstanceControlled UWeaponInstanceDevastatorMode UWeaponInstanceStealth

Public Member Functions

virtual void BeginPlay () override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void Activate (bool bReset=false) override
 
virtual void Deactivate () override
 
virtual void MatchEnded () override
 
virtual bool Fire (uint8 Mode=0, float WorldTimeOverride=-1.f)
 
virtual void CancelFire ()
 
virtual void InitializeWeapon (bool bFromBatchInitialization=false)
 
virtual bool SetupChildWeapon (UWeaponInstance *ParentWeaponToSet)
 
virtual void OwnerDied ()
 
virtual void StopAllActions ()
 
virtual void StopInputConstrainedActions ()
 
virtual void UpdateOwningCharacter (AProjectXCharacter *NewCharacter)
 
virtual bool ImplementsFireMode (uint8 Mode)
 
virtual void FireReleased (uint8 Mode=0)
 
virtual bool Reload (float WorldTimeOverride=-1.f)
 
virtual void CancelReload ()
 
virtual bool Equip ()
 
virtual bool UnEquip (bool bForce=false)
 
virtual void UnEquipComplete ()
 
virtual bool QueueUnEquip ()
 
virtual void CancelQueuedUnEquip ()
 
virtual void ActiveTimeComplete ()
 
virtual void UpdateMeshes1P ()
 
virtual void UpdateMeshes3P ()
 
virtual void ApplyWeaponSkins ()
 
virtual void UpdateWeaponSkin (UMaterialInstance *Material, int MaterialIndex)
 
virtual void UpdateWeaponSkinParticleSystem (UParticleSystem *WeaponSkinParticleSystem)
 
virtual void SetWeaponState (EWeaponState NewState)
 
virtual void LoadImpactEffectTable (UDataTable *ImpactTable)
 
virtual void ToggleWeaponPerks (bool bPerksOn)
 
virtual void SetMaxMagazineAmmo (float NewMaxAmmo)
 
void SetFireAnimMontage (UAnimMontage *NewFireAnimation1P, UAnimMontage *NewFireAnimation3P)
 
FORCEINLINE float GetFireRatePercentage () const
 
FORCEINLINE bool IsReady () const
 
FORCEINLINE bool IsEquipped () const
 
FORCEINLINE bool IsDown () const
 
FORCEINLINE bool IsFiring () const
 
FORCEINLINE bool IsHoldingPrimary () const
 
FORCEINLINE bool IsReloading () const
 
FORCEINLINE bool IsEquipping () const
 
FORCEINLINE bool IsUnEquipping () const
 
FORCEINLINE bool IsWaitingToUnEquip () const
 
FORCEINLINE bool IsOverheated () const
 
FORCEINLINE bool CanWeaponOverheat () const
 
FORCEINLINE bool CanTightAim () const
 
FORCEINLINE bool IsTightAiming () const
 
FORCEINLINE bool HasSwayOnTightAim () const
 
FORCEINLINE float GetSwayIntensityMultiplier () const
 
FORCEINLINE float GetFireRate () const
 
FORCEINLINE float GetDisplayFireRate () const
 
FORCEINLINE EFireType GetFireType () const
 
FORCEINLINE bool IsSemiAutomatic () const
 
FORCEINLINE bool IsAutomatic () const
 
FORCEINLINE bool IsCharged () const
 
FORCEINLINE bool IsInitialized () const
 
FORCEINLINE bool IsDebugging () const
 
FORCEINLINE bool IsChildWeapon () const
 
FORCEINLINE bool CanQuickSwitchTo () const
 
FORCEINLINE bool ShouldUnEquipAfterFire () const
 
FORCEINLINE bool ShouldUnequipOnToggle () const
 
FORCEINLINE bool ShouldUnEquipOnEmpty () const
 
FORCEINLINE bool CanBePreviousWeapon () const
 
FORCEINLINE bool IsExclusiveWeapon () const
 
FORCEINLINE float GetDamageForce () const
 
FORCEINLINE bool CanHoldBreathWhileADSing () const
 
FORCEINLINE bool UsesAmmo () const
 
FORCEINLINE bool UsesGlobalAmmo () const
 
bool HasInfiniteReserveAmmo () const
 
float GetMaxMagAmmo () const
 
FORCEINLINE float GetReserveAmmo () const
 
FORCEINLINE float GetMaxReserveAmmo () const
 
FORCEINLINE FName GetKeyChainSocket () const
 
const FText & GetWeaponName () const
 
const FText & GetWeaponDescription () const
 
FORCEINLINE TAssetPtr< UTexture2D > GetWeaponIcon () const
 
FORCEINLINE TAssetPtr< UTexture2D > GetWeaponKillFeedIcon () const
 
FORCEINLINE bool UsesCoolDown () const
 
FORCEINLINE float GetCoolDownDuration () const
 
FORCEINLINE float GetChargeValue () const
 
FORCEINLINE float GetOverheatThreshold () const
 
FORCEINLINE bool DoesWeaponSupportTightAiming () const
 
FORCEINLINE FName GetDisplaySocketName () const
 
FORCEINLINE float GetDisplayCameraFocalDistance () const
 
FORCEINLINE bool IsAlmostReady () const
 
FORCEINLINE FName GetSocket1P () const
 
FORCEINLINE FName GetSocket3P () const
 
FORCEINLINE EWeaponState GetWeaponState () const
 
const TArray< EPerkType > & GetPerkSlots () const
 
FTransform GetDesignatorTransform ()
 
const FString & GetWeaponID () const
 
virtual float GetWeaponSpread () const
 
virtual float GetMagAmmo () const
 
virtual float GetDisplayDamage () const
 
UWeaponComponentGetOwningComponent () const
 
AProjectXCharacterGetOwningCharacter () const
 
AController * GetOwningController () const
 
virtual AProjectXPlayerControllerGetOwningPlayerController () const
 
UGlobalAmmoComponent * GetGlobalAmmoComponent () const
 
FVector GetKeyChainScale () const
 
bool IsCurrentViewTarget () const
 
virtual bool IsLocallyOwned () const
 
virtual bool IsAuthority () const
 
AProjectXHUDGetHUD () const
 
UReticleWidgetGetReticle () const
 
virtual float GetTightAimPercent () const
 
float GetTightAimSpreadModifier () const
 
virtual float GetMovementSpreadModifier () const
 
TSubclassOf< class UUserWidget > GetTightAimWidget () const
 
virtual float GetGlobalRestockTime () const
 
virtual float GetGlobalRestockAmount () const
 
virtual bool IsProgressiveGlobalAmmoRestock () const
 
virtual bool IsHeadshot (const FHitResult &HitResult) const
 
virtual float GetDamage (const FHitResult &HitResult, float DamageModifer=1.0f, const UWeaponComponent *WeaponComponent=NULL) const
 
virtual float GetDamageMultiplier (const FHitResult &HitResult, float DamageModifer=1.0f, const UWeaponComponent *WeaponComponent=NULL) const
 
virtual TSubclassOf< UDamageType > GetDamageType () const
 
float GetDamageScalingMultiplier (float Value) const
 
bool IsCoolingDown () const
 
float CoolDownDurationRemaining () const
 
float GetCurrentHeat () const
 
float GetHeatAsPercentage () const
 
UParticleSystem * GetWeaponSkinParticle () const
 
virtual bool IsTightAimFireMode (uint8 Mode) const
 
virtual bool IsLocallyOwnedRemote () const
 
virtual bool IsSimulatedOnly () const
 
virtual bool IsNonOwningAuthority () const
 
virtual void AddAmmo (float InAmmo)
 
virtual const FText & GetObjectName () const
 
virtual const FString GetOwnerName () const
 
virtual const FText & GetObjectDescription () const
 
virtual bool IsActionNearlyComplete (EWeaponState State) const
 
virtual bool IsChildWeaponFireMode (uint8 Mode) const
 
virtual float GetReticleSpreadMultiplier () const
 
virtual bool ShouldReloadCancel (uint8 Mode) const
 
virtual bool CanReload (EWeaponError &ErrorMessage) const
 
virtual bool CanFire (EWeaponError &ErrorMessage, uint8 Mode=0) const
 
virtual bool IsManagedByWeaponComponent () const
 
virtual bool BlocksWeaponComponentWhileEquipped () const
 
virtual bool CancelsCurrentEquippedWeaponActionsWhenEquipped () const
 
virtual bool BlocksUnmanagedWeapons () const
 
virtual bool CanEquip () const
 
virtual bool CanUnEquip (bool bTestOnly=false) const
 
virtual bool CanQueueUnEquip () const
 
virtual bool IsAwaitingUnEquip () const
 
virtual float GetDamageMaterialMultiplier (const FHitResult &HitResult) const
 
virtual bool HasEnoughAmmo (float Amount, uint8 Mode=0) const
 
float GetWeaponMovementVelocity () const
 
TSubclassOf< class UAfflictionInstance > GetWeaponMovementAfflictionClass () const
 
TSubclassOf< class UAfflictionInstance > GetWeaponAffliction () const
 
virtual FVector GetWeaponMovementDirection () const
 
const FVector GetWeaponPivotOffset () const
 
TSoftObjectPtr< USkeletalMesh > GetMesh1P () const
 
TSoftObjectPtr< USkeletalMesh > GetMesh3P () const
 
ECompressedFlags GetWeaponMovementFlag () const
 
TArray< FWeaponAttachment > & GetMeshAttachments ()
 
void OnChargeValueUpdated (float Charge)
 
void OnWeaponParticleLoaded (UParticleSystem *Particle)
 
void K2_Fire (uint8 Mode)
 
void K2_FireReleased (uint8 Mode)
 
void K2_FireComplete (uint8 Mode)
 
void K2_Reload ()
 
void K2_ReloadCancel ()
 
void K2_ReloadComplete ()
 
void K2_Equip ()
 
void K2_EquipComplete ()
 
void K2_UnEquip ()
 
void K2_UnEquipComplete ()
 
void K2_ToggleDesignatorMarker (AActor *NewDesignatorMarker)
 
void K2_WeaponStateChanged (EWeaponState NewWeaponState)
 
void K2_OwnerDied ()
 
UAnimMontage * GetFireMontage1P () const
 
UAnimMontage * GetFireMontage3P () const
 
virtual void OnHeatCoolDownComplete ()
 
virtual void FireComplete (uint8 Mode)
 
virtual void ChargeStart (uint8 Mode, float StartOverride=0.0f)
 
virtual void EquipComplete ()
 
virtual void ReloadComplete ()
 
virtual void SetMagazineAmmo (float NewMagAmmo)
 
virtual void StartWeaponMovement (const FVector &Direction)
 
virtual void StopWeaponMovement ()
 
virtual void OnWeaponDown ()
 
virtual void ToggleEquippedAffliction (bool bIsEquipped)
 
virtual void CoolDownStart (uint8 Mode)
 
virtual bool ConsumeAmmo (float Amount, uint8 Mode=0)
 
virtual bool GenerateHeat (uint8 Mode=0)
 
virtual void ToggleTightAim (bool bEnable)
 
virtual void ToggleDesignatorMarker (bool bEnable)
 
virtual void UpdateDesignator (float DeltaTime=0.f)
 
virtual bool CanSpawnDesignator () const
 
virtual void PlayFireCounter ()
 
virtual void PlayWeaponFireEffects (uint8 BurstCounter=0)
 
virtual void PlayWeaponFireEffects1P ()
 
virtual void PlayWeaponFireEffects3P ()
 
virtual void PlayWeaponReload ()
 
virtual void StopWeaponReload ()
 
virtual void PlayWeaponEquip ()
 
virtual void PlayWeaponUnEquip ()
 
virtual void DecayFireRate ()
 
virtual void WaitToStartHeatCooldown ()
 
virtual void StartHeatCooldown ()
 
virtual void PredictCurrentHeat ()
 
virtual void AsyncLoadImpactTableNiagaraParticle (TSoftObjectPtr< UNiagaraSystem > AssetPointer, UPhysicalMaterial *Material)
 
virtual void AsyncLoadImpactTableParticle (TSoftObjectPtr< UParticleSystem > AssetPointer, UPhysicalMaterial *Material)
 
virtual void AsyncLoadImpactTableSound (TSoftObjectPtr< USoundBase > AssetPointer, UPhysicalMaterial *Material)
 
virtual void AsyncLoadImpactTableDecal (TSoftObjectPtr< UMaterial > AssetPointer, UPhysicalMaterial *Material)
 
virtual bool GetTargetTransform (FTransform &Transform) const
 
void Server_Reliable_UnEquip ()
 
void Server_Reliable_Fire (uint8 Mode=0, float WorldTimeOverride=-1.f)
 
void Server_Reliable_CancelFire ()
 
void Server_Reliable_ChargeStart (float ChargeStartTime, uint8 Mode=0, float WorldTimeOverride=-1.f)
 
void Server_Reliable_FireReleased (uint8 Mode)
 
void Server_Reliable_Reload (float WorldTimeSeconds)
 
void Server_Reliable_ReloadCancel ()
 
void Server_Reliable_TightAim (bool bEnable)
 
void Multicast_ChargeFinished (float ChargeVal)
 
void Client_Reliable_BroadcastWeaponError (EWeaponError Error) const
 
void Client_Reliable_ReloadComplete (float ReloadAmount)
 
void Client_Reliable_TotalAmmoChanged (float NewTotalAmmo)
 
void Client_Reliable_SetMagazineAmmo (float NewMagAmmo)
 
void Client_Reliable_HeatCooldownComplete (uint8 Mode)
 
virtual void ChargeTimeComplete (uint8 Mode, bool bExecuteFire=true)
 
virtual void DeferredReload ()
 
virtual void CoolDownFinished ()
 
void OnRep_ChargeIsReady ()
 
void OnRep_IsOverheating ()
 
void OnRep_HoldingFire ()
 
void OnRep_ParentWeapon ()
 
virtual void OnRep_WeaponState (EWeaponState PreviousState)
 
virtual void OnRep_FireCounter ()
 
virtual void OnRep_TightAiming ()
 
void BroadcastWeaponError (EWeaponError Error) const
 
- Public Member Functions inherited from IReactsToMatchEvents
void OnMatchStarted ()
 
virtual void MatchStarted ()
 
void OnMatchEnded ()
 
virtual void MatchEnded ()
 
virtual const FText & GetObjectName () const
 
virtual const FString GetOwnerName () const
 
virtual const FText & GetObjectDescription () const
 

Static Public Member Functions

static bool IsHeadshotStatic (const FHitResult &HitResult, const TSubclassOf< UDamageType > DamageType)
 
static bool ShouldDisplayHitConfirm (AActor *Target, AActor *Instigator)
 
static float GetMagCapacityFromClass (TSubclassOf< UWeaponInstance > Class)
 
static float GetGlobalRestockTimeFromClass (TSubclassOf< UWeaponInstance > Class)
 
static float GetGlobalRestockAmountFromClass (TSubclassOf< UWeaponInstance > Class)
 
static FVector GetKeyChainScaleStatic (TSubclassOf< UWeaponInstance > Class)
 
static FText GetWeaponNameFromClass (TSubclassOf< UWeaponInstance > Class)
 
static FText GetWeaponDescriptionFromClass (TSubclassOf< UWeaponInstance > Class)
 
static FString GetWeaponIDFromClass (TSubclassOf< UWeaponInstance > Class)
 
static TAssetPtr< UTexture2D > GetWeaponIconFromClass (TSubclassOf< UWeaponInstance > Class)
 
static FName GetWeaponKeyChainSocket (TSubclassOf< UWeaponInstance > Class)
 
static TAssetPtr< UTexture2D > GetWeaponKillFeedIconFromClass (TSubclassOf< UWeaponInstance > Class)
 
static TSoftObjectPtr< USkeletalMesh > Get3rdPersonDisplayMeshFromClass (TSubclassOf< UWeaponInstance > Class)
 
static void GetAllImpactEffectRows (class UDataTable *DataTable, TArray< struct FImpactTableRow * > &ImpactEffectRows)
 
static uint8 StaticGetNumberOfPerksSlots (TSubclassOf< UWeaponInstance > Class)
 
static TArray< EPerkTypeStaticGetPerkSlots (TSubclassOf< UWeaponInstance > Class)
 
static struct FImpactTableRowGetImpactEffectByName (class UDataTable *DataTable, FName RowName)
 
static struct FImpactTableRowGetImpactEffectByPhysicsMaterial (class UDataTable *DataTable, const UPhysicalMaterial *Material)
 
static void SpawnImpactEffects (UObject *WorldContextObject, class UDataTable *DataTable, const FHitResult &Hit, class UParticleSystemComponent *&ParticleSystem, class UAudioComponent *&AudioComponent, class UDecalComponent *&DecalComponent, UNiagaraComponent *&NiagaraParticleSystem)
 

Public Attributes

float MaxMagazineAmmo = 10.f
 
float CoolDown = 0.0f
 
float BaseDamage = 10.f
 
FChargeEventSignature ChargeStartEvent
 
FChargeEventSignature ChargeFinishedEvent
 
FWeaponActiveEvent WeaponToggleEvent
 
FWeaponCancelledEvent WeaponCancelledEvent
 
FWeaponOverheatEvent ONWeaponOverheatStart
 
FWeaponOverheatEvent ONWeaponOverheatEnd
 
FWeaponEquipStateChangeSignature OnWeaponEquipped
 
FWeaponStopActionsSignature OnWeaponStopActions
 
FCoolDownSignature OnCoolDownStarted
 
FWeaponCompleteSignature OnCoolDownFinished
 
FWeaponAmmoChangedSignature OnWeaponAmmoChanged
 
FWeaponDesignatorTargetSignature OnValidDesignatorTargetEvent
 
bool bIsManagedByWeaponComponent = true
 
bool bBlocksUnmanagedWeapons = false
 
bool bBlockWeaponComponentWhileEquipped = true
 
bool bRespectWeaponComponentFireLock = true
 
bool bCancelCurrentEquippedWeaponActions = true
 
bool bCanEquipWhileSharedWeaponIsEquipping = false
 
bool bCanEquipWhileSharedWeaponIsUnequipping = false
 
TMap< TSubclassOf< UWeaponInstance >, FMontageListFireAnimsPerWeapon1P
 
TMap< TSubclassOf< UWeaponInstance >, FMontageListFireAnimsPerWeapon3P
 
bool bFallBackToFireAnim = true
 
bool bInterpolateToUnmanagedOffset = false
 
float UnmanagedOffsetInterpolateToTime = 0.1f
 
float UnmanagedOffsetInterpolateFromTime = 0.1f
 
bool bUsesCoolDown = false
 
ECoolDownTrigger CoolDownTriggerState = ECoolDownTrigger::Fire
 
bool bDebug = false
 
bool bFireChargeOnRelease = false
 
float ChargeRate = 1.f
 
float FireRate = 1.f
 
float DamageForce = 200000.f
 
float FireRateMin = 1.f
 
float FireRateRampUp = 0.0f
 
float ReloadRate = 1.f
 
float ActiveTime = 0.0f
 
FString WeaponID = ""
 
UCurveFloat * AimAssistDistanceFalloffCurve = nullptr
 
UCurveFloat * TightAimedAimAssistDistanceFalloffCurve = nullptr
 
FVector2D AimAssistFalloffAngle = FVector2D(3.0f, 6.0f)
 
FVector2D TightAimedAimAssistFalloffAngle = FVector2D(1.0f, 3.0f)
 
bool bCanWeaponOverheat = false
 
bool bCanHoldBreathWhileADSing = false
 
bool bCanUnequipWhileOverheating = true
 
TArray< FFireModeToFloatHeatGeneratedPerShot = TArray<FFireModeToFloat>()
 
float HeatDissipationRate = 1.f
 
float OverheatThreshold = 100.f
 
float TimeToFullyCoolDown = 5.f
 
float EquipRate = 0.25f
 
float UnequipRate = -1.f
 
bool bCanQuickSwitchTo = true
 
bool bUnequipsOnToggle = false
 
bool bCanBePreviousWeapon = true
 
bool bFireOnEquip = false
 
bool bAltFireOnEquip = false
 
bool bUnEquipAfterFire = false
 
bool bUnEquipOnEmpty = false
 
bool bDropWeaponWhenEmpty = false
 
bool bCanEquipWhenEmpty = true
 
bool bExclusiveWeapon = false
 
uint8 FireModeFlags = 0
 
TSubclassOf< UAfflictionInstance > EquippedAffliction = NULL
 
TMap< class UPhysicalMaterial *, float > DamageMultipliers
 
float MinimumChargeValue = 1.0f
 
EFireType WeaponFireType = EFireType::SemiAutomatic
 
bool bHeldToCharge = true
 
UCurveFloat * DamageScalingCurve
 
bool bUsesAmmo = true
 
EReloadType ReloadType = EReloadType::Magazine
 
bool bConsumeOnFire = true
 
bool bReloadWhenEmptied = true
 
bool bInfiniteReserveAmmo = true
 
float MaxTotalAmmo = 100.f
 
float AmmoConsumedPerShot = 1.f
 
bool bGlobalAmmo = false
 
float RestockTime = 5.f
 
float RestockAmount = 5.f
 
bool bProgressiveRestock = false
 
bool bResetAmmoOnSpawn = false
 
bool bCanTightAim = false
 
bool bHasSwayOnTightAim = true
 
float SwayIntensityMultiplier = 1.f
 
EFireMode TightAimFireMode = EFireMode::Secondary
 
float TightAimRate = 0.25f
 
float TightAimFOV = 45.f
 
float TightAimFocalDistance = 20.f
 
float TightAimFStop = 36.f
 
FVector TightAimRelativeWeaponOffset = FVector::ZeroVector
 
FRotator TightAimRelativeWeaponRotationOffset = FRotator::ZeroRotator
 
bool bTightAimInterruptsReload = false
 
FVector2D TightAimSpreadModifier = FVector2D(1.f, 1.f)
 
TSubclassOf< class UUserWidget > TightAimWidget = NULL
 
UTexture * TightAimReticleTexture = NULL
 
FVector2D TightAimReticleTextureScale = FVector2D(0.05f, 0.05f)
 
FLinearColor TightAimReticleTextureTint = FLinearColor::White
 
TSubclassOf< class UDamageType > BaseDamageType = NULL
 
bool bEnableWeaponMovement = false
 
TSubclassOf< class UAfflictionInstance > WeaponMovementAfflictionClass = NULL
 
float WeaponMovementVelocity = 500.f
 
float MaxWeaponMovementDuration = 0.f
 
ECompressedFlags WeaponMovementFlag = ECompressedFlags::Dash
 
bool bLooksTowardsDashMovement = false
 
bool bBreakAfterDashing = false
 
EFireMode WeaponMovementFireMode = EFireMode::Secondary
 
bool bIsChildWeapon = false
 
TSubclassOf< UWeaponInstanceChildWeaponClass = NULL
 
EFireMode ChildWeaponFireMode = EFireMode::Secondary
 
FName KeyChainSocketName = "KeyChainSocket"
 
FVector KeyChainScale = FVector(1.0f, 1.0f, 1.0f)
 
EDesignatorTeamView DesignatorTeamView
 
TSubclassOf< class ADesignatorMarkerDesignatorMarkerClass = NULL
 
bool bDesignatorRequiresTarget = true
 
float WeaponMeshRecoilTime = 0.5f
 
float WeaponMeshRecoilDistance = 0.0f
 
float WeaponMeshRecoilDistanceTightAimed = 0.0f
 
UCurveFloat * WeaponMeshRecoilCurve = nullptr
 
TSoftObjectPtr< USkeletalMesh > DisplayMesh1P
 
TSoftObjectPtr< USkeletalMesh > DisplayMesh3P
 
TArray< FWeaponAttachmentAttachments
 
FName SocketAttach1P
 
FName SocketAttach3P
 
FVector Mesh3PScale = FVector(1.f, 1.f, 1.f)
 
TSubclassOf< UAnimInstance > AnimationClass1P
 
UAnimMontage * FireAnimation1P
 
UAnimMontage * TightAimFireAnimation1P
 
UAnimMontage * ReloadAnimation1P
 
UAnimMontage * ReloadAnimation1PStart
 
UAnimMontage * ReloadAnimation1PEnd
 
bool bPlayFireAnimationImmediately = false
 
UAnimMontage * SwapWeaponIn1P
 
UAnimMontage * SwapWeaponOut1P
 
TSubclassOf< UAnimInstance > WeaponAnimationClass
 
TSubclassOf< UAnimInstance > WeaponAnimationClass3P
 
UAnimMontage * WeaponFireAnimation
 
UAnimMontage * WeaponFireAnimation3P
 
UAnimMontage * WeaponReloadAnimation1P
 
UAnimMontage * WeaponReloadAnimation1PStart
 
UAnimMontage * WeaponReloadAnimation1PEnd
 
UAnimMontage * WeaponEquipAnimation
 
TSubclassOf< UAnimInstance > AnimationClass3P
 
UAnimMontage * FireAnimation3P
 
UAnimMontage * TightAimFireAnimation3P
 
UAnimMontage * ReloadAnimation3P
 
UAnimMontage * SwapWeaponIn3P
 
UAnimMontage * SwapWeaponOut3P
 
UAnimMontage * WeaponReloadAnimation3P
 
USoundBase * FireSingleSound
 
USoundBase * FireAutoSound
 
USoundBase * FireAutoLoopSound
 
USoundBase * FireAutoLoopTail
 
USoundBase * WeaponMagEmptySound
 
float AutoFireClipShotsPerSec = 10.0f
 
bool bPlaySingleSoundForBursts = true
 
bool bStartLoopingSoundOnFirstShotRemote = true
 
bool bStartLoopingSoundOnFirstShotLocal = true
 
bool bSyncLoopingSoundToFireRate = true
 
FVector Mesh1PScale = FVector(1.f, 1.f, 1.f)
 
float Mesh1PScaleMultiplier = 2.0f
 
FVector RelativePositionOffset = FVector(30.0f, -22.0f, -152.0f)
 
FRotator RelativeRotationOffset = FRotator(16.0f, 0.0f, 10.0f)
 
FText WeaponName
 
FText WeaponDescription
 
float ReticleSpreadMultiplier = 1.f
 
TSubclassOf< UReticleWidgetReticleWidget = NULL
 
TSubclassOf< UUserWidget > AmmoCounterWidget = NULL
 
FName AmmoCounterSocket = "CounterAttachmentPoint"
 
TAssetPtr< UTexture2D > WeaponIcon = NULL
 
TAssetPtr< UTexture2D > WeaponKillFeedIcon = NULL
 
TSubclassOf< class UAfflictionInstance > WeaponAffliction = NULL
 
TArray< EPerkTypePerkSlots = { EPerkType::WEAPON,EPerkType::WEAPON,EPerkType::WEAPON }
 
bool bAppliesUltimateDamageMultiplier = false
 
FName DisplaySocketName = "DisplaySocket"
 
float DisplayFocalDistance = -1.0f
 
EWeaponState WeaponState = EWeaponState::Down
 
UWeaponInstanceParentWeapon = NULL
 
uint8 FireCounter = 0
 
bool bHoldingFire = false
 
bool bCharging = false
 
bool bIsOverheating = false
 
bool bTightAiming = false
 
UWeaponInstanceChildWeapon = nullptr
 
float TotalAmmo = 0.f
 
float MagazineAmmo = 0.f
 
bool bAwaitingUnEquip = false
 
AProjectXCharacterOwningCharacter = NULL
 
UWeaponComponentOwningComponent = NULL
 
TMap< uint8, UMaterialInstance * > WeaponSkin
 
UParticleSystem * WeaponSkinParticle = nullptr
 
TWeakObjectPtr< class ADesignatorMarkerDesignatorMarker = NULL
 
float ChargeValue
 
bool bValidDesignator = false
 
bool bInitialized = false
 
float GlobalAmmoRestockMultiplier = 1.0f
 

Protected Attributes

float WeaponEquippedTimestamp = 0.f
 

Friends

class UWeaponComponent
 
class UChildWeaponInstanceShotgunMortar
 
class UWeaponInstanceMeleeDash
 
class UWeaponInstancePowerSword
 

Member Function Documentation

◆ Activate()

void UWeaponInstance::Activate ( bool  bReset = false)
overridevirtual

◆ ActiveTimeComplete()

void UWeaponInstance::ActiveTimeComplete ( )
virtual

◆ AddAmmo()

void UWeaponInstance::AddAmmo ( float  InAmmo)
virtual

◆ ApplyWeaponSkins()

void UWeaponInstance::ApplyWeaponSkins ( )
virtual

◆ AsyncLoadImpactTableDecal()

void UWeaponInstance::AsyncLoadImpactTableDecal ( TSoftObjectPtr< UMaterial >  AssetPointer,
UPhysicalMaterial *  Material 
)
virtual

◆ AsyncLoadImpactTableNiagaraParticle()

void UWeaponInstance::AsyncLoadImpactTableNiagaraParticle ( TSoftObjectPtr< UNiagaraSystem >  AssetPointer,
UPhysicalMaterial *  Material 
)
virtual

◆ AsyncLoadImpactTableParticle()

void UWeaponInstance::AsyncLoadImpactTableParticle ( TSoftObjectPtr< UParticleSystem >  AssetPointer,
UPhysicalMaterial *  Material 
)
virtual

◆ AsyncLoadImpactTableSound()

void UWeaponInstance::AsyncLoadImpactTableSound ( TSoftObjectPtr< USoundBase >  AssetPointer,
UPhysicalMaterial *  Material 
)
virtual

◆ BeginPlay()

◆ BlocksUnmanagedWeapons()

virtual bool UWeaponInstance::BlocksUnmanagedWeapons ( ) const
inlinevirtual

◆ BlocksWeaponComponentWhileEquipped()

virtual bool UWeaponInstance::BlocksWeaponComponentWhileEquipped ( ) const
inlinevirtual

◆ BroadcastWeaponError()

void UWeaponInstance::BroadcastWeaponError ( EWeaponError  Error) const

◆ CanBePreviousWeapon()

FORCEINLINE bool UWeaponInstance::CanBePreviousWeapon ( ) const
inline

◆ CancelFire()

void UWeaponInstance::CancelFire ( )
virtual

◆ CancelQueuedUnEquip()

void UWeaponInstance::CancelQueuedUnEquip ( )
virtual

◆ CancelReload()

void UWeaponInstance::CancelReload ( )
virtual

◆ CancelsCurrentEquippedWeaponActionsWhenEquipped()

virtual bool UWeaponInstance::CancelsCurrentEquippedWeaponActionsWhenEquipped ( ) const
inlinevirtual

◆ CanEquip()

◆ CanFire()

◆ CanHoldBreathWhileADSing()

FORCEINLINE bool UWeaponInstance::CanHoldBreathWhileADSing ( ) const
inline

◆ CanQueueUnEquip()

bool UWeaponInstance::CanQueueUnEquip ( ) const
virtual

Reimplemented in UWeaponInstanceControlled.

◆ CanQuickSwitchTo()

FORCEINLINE bool UWeaponInstance::CanQuickSwitchTo ( ) const
inline

◆ CanReload()

bool UWeaponInstance::CanReload ( EWeaponError ErrorMessage) const
virtual

◆ CanSpawnDesignator()

bool UWeaponInstance::CanSpawnDesignator ( ) const
virtual

◆ CanTightAim()

FORCEINLINE bool UWeaponInstance::CanTightAim ( ) const
inline

◆ CanUnEquip()

bool UWeaponInstance::CanUnEquip ( bool  bTestOnly = false) const
virtual

◆ CanWeaponOverheat()

FORCEINLINE bool UWeaponInstance::CanWeaponOverheat ( ) const
inline

◆ ChargeStart()

void UWeaponInstance::ChargeStart ( uint8  Mode,
float  StartOverride = 0.0f 
)
virtual

◆ ChargeTimeComplete()

void UWeaponInstance::ChargeTimeComplete ( uint8  Mode,
bool  bExecuteFire = true 
)
virtual

◆ Client_Reliable_BroadcastWeaponError()

void UWeaponInstance::Client_Reliable_BroadcastWeaponError ( EWeaponError  Error) const

◆ Client_Reliable_HeatCooldownComplete()

void UWeaponInstance::Client_Reliable_HeatCooldownComplete ( uint8  Mode)

◆ Client_Reliable_ReloadComplete()

void UWeaponInstance::Client_Reliable_ReloadComplete ( float  ReloadAmount)

◆ Client_Reliable_SetMagazineAmmo()

void UWeaponInstance::Client_Reliable_SetMagazineAmmo ( float  NewMagAmmo)

◆ Client_Reliable_TotalAmmoChanged()

void UWeaponInstance::Client_Reliable_TotalAmmoChanged ( float  NewTotalAmmo)

◆ ConsumeAmmo()

bool UWeaponInstance::ConsumeAmmo ( float  Amount,
uint8  Mode = 0 
)
virtual

◆ CoolDownDurationRemaining()

float UWeaponInstance::CoolDownDurationRemaining ( ) const

◆ CoolDownFinished()

void UWeaponInstance::CoolDownFinished ( )
virtual

◆ CoolDownStart()

void UWeaponInstance::CoolDownStart ( uint8  Mode)
virtual

◆ Deactivate()

void UWeaponInstance::Deactivate ( )
overridevirtual

◆ DecayFireRate()

void UWeaponInstance::DecayFireRate ( )
virtual

◆ DeferredReload()

void UWeaponInstance::DeferredReload ( )
virtual

◆ DoesWeaponSupportTightAiming()

FORCEINLINE bool UWeaponInstance::DoesWeaponSupportTightAiming ( ) const
inline

◆ EndPlay()

void UWeaponInstance::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ Equip()

◆ EquipComplete()

void UWeaponInstance::EquipComplete ( )
virtual

◆ Fire()

◆ FireComplete()

◆ FireReleased()

void UWeaponInstance::FireReleased ( uint8  Mode = 0)
virtual

◆ GenerateHeat()

bool UWeaponInstance::GenerateHeat ( uint8  Mode = 0)
virtual

◆ Get3rdPersonDisplayMeshFromClass()

static TSoftObjectPtr< USkeletalMesh > UWeaponInstance::Get3rdPersonDisplayMeshFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetAllImpactEffectRows()

void UWeaponInstance::GetAllImpactEffectRows ( class UDataTable *  DataTable,
TArray< struct FImpactTableRow * > &  ImpactEffectRows 
)
static

◆ GetChargeValue()

FORCEINLINE float UWeaponInstance::GetChargeValue ( ) const
inline

◆ GetCoolDownDuration()

FORCEINLINE float UWeaponInstance::GetCoolDownDuration ( ) const
inline

◆ GetCurrentHeat()

float UWeaponInstance::GetCurrentHeat ( ) const

◆ GetDamage()

float UWeaponInstance::GetDamage ( const FHitResult &  HitResult,
float  DamageModifer = 1.0f,
const UWeaponComponent WeaponComponent = NULL 
) const
virtual

◆ GetDamageForce()

FORCEINLINE float UWeaponInstance::GetDamageForce ( ) const
inline

◆ GetDamageMaterialMultiplier()

float UWeaponInstance::GetDamageMaterialMultiplier ( const FHitResult &  HitResult) const
virtual

◆ GetDamageMultiplier()

float UWeaponInstance::GetDamageMultiplier ( const FHitResult &  HitResult,
float  DamageModifer = 1.0f,
const UWeaponComponent WeaponComponent = NULL 
) const
virtual

◆ GetDamageScalingMultiplier()

float UWeaponInstance::GetDamageScalingMultiplier ( float  Value) const

◆ GetDamageType()

TSubclassOf< class UDamageType > UWeaponInstance::GetDamageType ( ) const
virtual

◆ GetDesignatorTransform()

FTransform UWeaponInstance::GetDesignatorTransform ( )

◆ GetDisplayCameraFocalDistance()

FORCEINLINE float UWeaponInstance::GetDisplayCameraFocalDistance ( ) const
inline

◆ GetDisplayDamage()

virtual float UWeaponInstance::GetDisplayDamage ( ) const
inlinevirtual

Reimplemented in UWeaponInstanceProjectile.

◆ GetDisplayFireRate()

FORCEINLINE float UWeaponInstance::GetDisplayFireRate ( ) const
inline

◆ GetDisplaySocketName()

FORCEINLINE FName UWeaponInstance::GetDisplaySocketName ( ) const
inline

◆ GetFireMontage1P()

UAnimMontage * UWeaponInstance::GetFireMontage1P ( ) const

◆ GetFireMontage3P()

UAnimMontage * UWeaponInstance::GetFireMontage3P ( ) const

◆ GetFireRate()

FORCEINLINE float UWeaponInstance::GetFireRate ( ) const
inline

◆ GetFireRatePercentage()

FORCEINLINE float UWeaponInstance::GetFireRatePercentage ( ) const
inline

◆ GetFireType()

FORCEINLINE EFireType UWeaponInstance::GetFireType ( ) const
inline

◆ GetGlobalAmmoComponent()

UGlobalAmmoComponent * UWeaponInstance::GetGlobalAmmoComponent ( ) const

◆ GetGlobalRestockAmount()

float UWeaponInstance::GetGlobalRestockAmount ( ) const
virtual

◆ GetGlobalRestockAmountFromClass()

static float UWeaponInstance::GetGlobalRestockAmountFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetGlobalRestockTime()

float UWeaponInstance::GetGlobalRestockTime ( ) const
virtual

◆ GetGlobalRestockTimeFromClass()

static float UWeaponInstance::GetGlobalRestockTimeFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetHeatAsPercentage()

float UWeaponInstance::GetHeatAsPercentage ( ) const

◆ GetHUD()

AProjectXHUD * UWeaponInstance::GetHUD ( ) const

◆ GetImpactEffectByName()

FImpactTableRow * UWeaponInstance::GetImpactEffectByName ( class UDataTable *  DataTable,
FName  RowName 
)
static

◆ GetImpactEffectByPhysicsMaterial()

FImpactTableRow * UWeaponInstance::GetImpactEffectByPhysicsMaterial ( class UDataTable *  DataTable,
const UPhysicalMaterial *  Material 
)
static

◆ GetKeyChainScale()

FVector UWeaponInstance::GetKeyChainScale ( ) const
inline

◆ GetKeyChainScaleStatic()

static FVector UWeaponInstance::GetKeyChainScaleStatic ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetKeyChainSocket()

FORCEINLINE FName UWeaponInstance::GetKeyChainSocket ( ) const
inline

◆ GetMagAmmo()

float UWeaponInstance::GetMagAmmo ( ) const
virtual

◆ GetMagCapacityFromClass()

static float UWeaponInstance::GetMagCapacityFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetMaxMagAmmo()

float UWeaponInstance::GetMaxMagAmmo ( ) const

◆ GetMaxReserveAmmo()

FORCEINLINE float UWeaponInstance::GetMaxReserveAmmo ( ) const
inline

◆ GetMesh1P()

TSoftObjectPtr< USkeletalMesh > UWeaponInstance::GetMesh1P ( ) const

◆ GetMesh3P()

TSoftObjectPtr< USkeletalMesh > UWeaponInstance::GetMesh3P ( ) const

◆ GetMeshAttachments()

TArray< FWeaponAttachment > & UWeaponInstance::GetMeshAttachments ( )
inline

◆ GetMovementSpreadModifier()

float UWeaponInstance::GetMovementSpreadModifier ( ) const
virtual

Reimplemented in UWeaponInstanceRanged.

◆ GetObjectDescription()

virtual const FText & UWeaponInstance::GetObjectDescription ( ) const
inlinevirtual

Reimplemented from IObjectInfoInterface.

◆ GetObjectName()

virtual const FText & UWeaponInstance::GetObjectName ( ) const
inlinevirtual

Reimplemented from IObjectInfoInterface.

◆ GetOverheatThreshold()

FORCEINLINE float UWeaponInstance::GetOverheatThreshold ( ) const
inline

◆ GetOwnerName()

const FString UWeaponInstance::GetOwnerName ( ) const
virtual

Reimplemented from IObjectInfoInterface.

◆ GetOwningCharacter()

AProjectXCharacter * UWeaponInstance::GetOwningCharacter ( ) const

◆ GetOwningComponent()

UWeaponComponent * UWeaponInstance::GetOwningComponent ( ) const

◆ GetOwningController()

AController * UWeaponInstance::GetOwningController ( ) const

◆ GetOwningPlayerController()

AProjectXPlayerController * UWeaponInstance::GetOwningPlayerController ( ) const
virtual

Reimplemented in UWeaponInstanceVehicle.

◆ GetPerkSlots()

const TArray< EPerkType > & UWeaponInstance::GetPerkSlots ( ) const
inline

◆ GetReserveAmmo()

FORCEINLINE float UWeaponInstance::GetReserveAmmo ( ) const
inline

◆ GetReticle()

UReticleWidget * UWeaponInstance::GetReticle ( ) const

◆ GetReticleSpreadMultiplier()

virtual float UWeaponInstance::GetReticleSpreadMultiplier ( ) const
inlinevirtual

Reimplemented in UWeaponInstanceRanged.

◆ GetSocket1P()

FORCEINLINE FName UWeaponInstance::GetSocket1P ( ) const
inline

◆ GetSocket3P()

FORCEINLINE FName UWeaponInstance::GetSocket3P ( ) const
inline

◆ GetSwayIntensityMultiplier()

FORCEINLINE float UWeaponInstance::GetSwayIntensityMultiplier ( ) const
inline

◆ GetTargetTransform()

bool UWeaponInstance::GetTargetTransform ( FTransform &  Transform) const
virtual

◆ GetTightAimPercent()

float UWeaponInstance::GetTightAimPercent ( ) const
virtual

◆ GetTightAimSpreadModifier()

float UWeaponInstance::GetTightAimSpreadModifier ( ) const
inline

◆ GetTightAimWidget()

TSubclassOf< class UUserWidget > UWeaponInstance::GetTightAimWidget ( ) const
inline

◆ GetWeaponAffliction()

TSubclassOf< class UAfflictionInstance > UWeaponInstance::GetWeaponAffliction ( ) const
inline

◆ GetWeaponDescription()

const FText & UWeaponInstance::GetWeaponDescription ( ) const
inline

◆ GetWeaponDescriptionFromClass()

static FText UWeaponInstance::GetWeaponDescriptionFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetWeaponIcon()

FORCEINLINE TAssetPtr< UTexture2D > UWeaponInstance::GetWeaponIcon ( ) const
inline

◆ GetWeaponIconFromClass()

static TAssetPtr< UTexture2D > UWeaponInstance::GetWeaponIconFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetWeaponID()

const FString & UWeaponInstance::GetWeaponID ( ) const
inline

◆ GetWeaponIDFromClass()

FString UWeaponInstance::GetWeaponIDFromClass ( TSubclassOf< UWeaponInstance Class)
static

◆ GetWeaponKeyChainSocket()

static FName UWeaponInstance::GetWeaponKeyChainSocket ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetWeaponKillFeedIcon()

FORCEINLINE TAssetPtr< UTexture2D > UWeaponInstance::GetWeaponKillFeedIcon ( ) const
inline

◆ GetWeaponKillFeedIconFromClass()

static TAssetPtr< UTexture2D > UWeaponInstance::GetWeaponKillFeedIconFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetWeaponMovementAfflictionClass()

TSubclassOf< class UAfflictionInstance > UWeaponInstance::GetWeaponMovementAfflictionClass ( ) const
inline

◆ GetWeaponMovementDirection()

FVector UWeaponInstance::GetWeaponMovementDirection ( ) const
virtual

Reimplemented in UWeaponInstanceGroundPound.

◆ GetWeaponMovementFlag()

ECompressedFlags UWeaponInstance::GetWeaponMovementFlag ( ) const
inline

◆ GetWeaponMovementVelocity()

float UWeaponInstance::GetWeaponMovementVelocity ( ) const
inline

◆ GetWeaponName()

const FText & UWeaponInstance::GetWeaponName ( ) const
inline

◆ GetWeaponNameFromClass()

static FText UWeaponInstance::GetWeaponNameFromClass ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ GetWeaponPivotOffset()

const FVector UWeaponInstance::GetWeaponPivotOffset ( ) const

◆ GetWeaponSkinParticle()

UParticleSystem * UWeaponInstance::GetWeaponSkinParticle ( ) const
inline

◆ GetWeaponSpread()

float UWeaponInstance::GetWeaponSpread ( ) const
virtual

Reimplemented in UWeaponInstanceRanged.

◆ GetWeaponState()

FORCEINLINE EWeaponState UWeaponInstance::GetWeaponState ( ) const
inline

◆ HasEnoughAmmo()

bool UWeaponInstance::HasEnoughAmmo ( float  Amount,
uint8  Mode = 0 
) const
virtual

Reimplemented in UWeaponInstanceMelee.

◆ HasInfiniteReserveAmmo()

bool UWeaponInstance::HasInfiniteReserveAmmo ( ) const

◆ HasSwayOnTightAim()

FORCEINLINE bool UWeaponInstance::HasSwayOnTightAim ( ) const
inline

◆ ImplementsFireMode()

bool UWeaponInstance::ImplementsFireMode ( uint8  Mode)
virtual

◆ InitializeWeapon()

void UWeaponInstance::InitializeWeapon ( bool  bFromBatchInitialization = false)
virtual

◆ IsActionNearlyComplete()

bool UWeaponInstance::IsActionNearlyComplete ( EWeaponState  State) const
virtual

◆ IsAlmostReady()

FORCEINLINE bool UWeaponInstance::IsAlmostReady ( ) const
inline

◆ IsAuthority()

bool UWeaponInstance::IsAuthority ( ) const
virtual

Reimplemented in UWeaponInstanceVehicle.

◆ IsAutomatic()

FORCEINLINE bool UWeaponInstance::IsAutomatic ( ) const
inline

◆ IsAwaitingUnEquip()

bool UWeaponInstance::IsAwaitingUnEquip ( ) const
virtual

◆ IsCharged()

FORCEINLINE bool UWeaponInstance::IsCharged ( ) const
inline

◆ IsChildWeapon()

FORCEINLINE bool UWeaponInstance::IsChildWeapon ( ) const
inline

◆ IsChildWeaponFireMode()

bool UWeaponInstance::IsChildWeaponFireMode ( uint8  Mode) const
virtual

◆ IsCoolingDown()

bool UWeaponInstance::IsCoolingDown ( ) const

◆ IsCurrentViewTarget()

bool UWeaponInstance::IsCurrentViewTarget ( ) const

◆ IsDebugging()

FORCEINLINE bool UWeaponInstance::IsDebugging ( ) const
inline

◆ IsDown()

FORCEINLINE bool UWeaponInstance::IsDown ( ) const
inline

◆ IsEquipped()

FORCEINLINE bool UWeaponInstance::IsEquipped ( ) const
inline

◆ IsEquipping()

FORCEINLINE bool UWeaponInstance::IsEquipping ( ) const
inline

◆ IsExclusiveWeapon()

FORCEINLINE bool UWeaponInstance::IsExclusiveWeapon ( ) const
inline

◆ IsFiring()

FORCEINLINE bool UWeaponInstance::IsFiring ( ) const
inline

◆ IsHeadshot()

bool UWeaponInstance::IsHeadshot ( const FHitResult &  HitResult) const
virtual

Reimplemented in UWeaponInstanceRanged.

◆ IsHeadshotStatic()

bool UWeaponInstance::IsHeadshotStatic ( const FHitResult &  HitResult,
const TSubclassOf< UDamageType >  DamageType 
)
static

◆ IsHoldingPrimary()

FORCEINLINE bool UWeaponInstance::IsHoldingPrimary ( ) const
inline

◆ IsInitialized()

FORCEINLINE bool UWeaponInstance::IsInitialized ( ) const
inline

◆ IsLocallyOwned()

bool UWeaponInstance::IsLocallyOwned ( ) const
virtual

Reimplemented in UWeaponInstanceVehicle.

◆ IsLocallyOwnedRemote()

bool UWeaponInstance::IsLocallyOwnedRemote ( ) const
virtual

Reimplemented in UWeaponInstanceVehicle.

◆ IsManagedByWeaponComponent()

virtual bool UWeaponInstance::IsManagedByWeaponComponent ( ) const
inlinevirtual

◆ IsNonOwningAuthority()

bool UWeaponInstance::IsNonOwningAuthority ( ) const
virtual

Reimplemented in UWeaponInstanceVehicle.

◆ IsOverheated()

FORCEINLINE bool UWeaponInstance::IsOverheated ( ) const
inline

◆ IsProgressiveGlobalAmmoRestock()

bool UWeaponInstance::IsProgressiveGlobalAmmoRestock ( ) const
virtual

◆ IsReady()

FORCEINLINE bool UWeaponInstance::IsReady ( ) const
inline

◆ IsReloading()

FORCEINLINE bool UWeaponInstance::IsReloading ( ) const
inline

◆ IsSemiAutomatic()

FORCEINLINE bool UWeaponInstance::IsSemiAutomatic ( ) const
inline

◆ IsSimulatedOnly()

bool UWeaponInstance::IsSimulatedOnly ( ) const
virtual

Reimplemented in UWeaponInstanceVehicle.

◆ IsTightAimFireMode()

bool UWeaponInstance::IsTightAimFireMode ( uint8  Mode) const
virtual

◆ IsTightAiming()

FORCEINLINE bool UWeaponInstance::IsTightAiming ( ) const
inline

◆ IsUnEquipping()

FORCEINLINE bool UWeaponInstance::IsUnEquipping ( ) const
inline

◆ IsWaitingToUnEquip()

FORCEINLINE bool UWeaponInstance::IsWaitingToUnEquip ( ) const
inline

◆ K2_Equip()

void UWeaponInstance::K2_Equip ( )

◆ K2_EquipComplete()

void UWeaponInstance::K2_EquipComplete ( )

◆ K2_Fire()

void UWeaponInstance::K2_Fire ( uint8  Mode)

◆ K2_FireComplete()

void UWeaponInstance::K2_FireComplete ( uint8  Mode)

◆ K2_FireReleased()

void UWeaponInstance::K2_FireReleased ( uint8  Mode)

◆ K2_OwnerDied()

void UWeaponInstance::K2_OwnerDied ( )

◆ K2_Reload()

void UWeaponInstance::K2_Reload ( )

◆ K2_ReloadCancel()

void UWeaponInstance::K2_ReloadCancel ( )

◆ K2_ReloadComplete()

void UWeaponInstance::K2_ReloadComplete ( )

◆ K2_ToggleDesignatorMarker()

void UWeaponInstance::K2_ToggleDesignatorMarker ( AActor *  NewDesignatorMarker)

◆ K2_UnEquip()

void UWeaponInstance::K2_UnEquip ( )

◆ K2_UnEquipComplete()

void UWeaponInstance::K2_UnEquipComplete ( )

◆ K2_WeaponStateChanged()

void UWeaponInstance::K2_WeaponStateChanged ( EWeaponState  NewWeaponState)

◆ LoadImpactEffectTable()

void UWeaponInstance::LoadImpactEffectTable ( UDataTable *  ImpactTable)
virtual

◆ MatchEnded()

void UWeaponInstance::MatchEnded ( )
overridevirtual

Reimplemented from IReactsToMatchEvents.

◆ Multicast_ChargeFinished()

void UWeaponInstance::Multicast_ChargeFinished ( float  ChargeVal)

◆ OnChargeValueUpdated()

void UWeaponInstance::OnChargeValueUpdated ( float  Charge)

◆ OnHeatCoolDownComplete()

void UWeaponInstance::OnHeatCoolDownComplete ( )
virtual

◆ OnRep_ChargeIsReady()

void UWeaponInstance::OnRep_ChargeIsReady ( )

◆ OnRep_FireCounter()

PRAGMA_ENABLE_OPTIMIZATION void UWeaponInstance::OnRep_FireCounter ( )
virtual

Reimplemented in UWeaponInstanceDesignator.

◆ OnRep_HoldingFire()

void UWeaponInstance::OnRep_HoldingFire ( )

◆ OnRep_IsOverheating()

void UWeaponInstance::OnRep_IsOverheating ( )

◆ OnRep_ParentWeapon()

void UWeaponInstance::OnRep_ParentWeapon ( )

◆ OnRep_TightAiming()

void UWeaponInstance::OnRep_TightAiming ( )
virtual

◆ OnRep_WeaponState()

PRAGMA_DISABLE_OPTIMIZATION void UWeaponInstance::OnRep_WeaponState ( EWeaponState  PreviousState)
virtual

Reimplemented in UWeaponInstanceDesignator.

◆ OnWeaponDown()

virtual void UWeaponInstance::OnWeaponDown ( )
inlinevirtual

Reimplemented in UWeaponInstanceGroundPound.

◆ OnWeaponParticleLoaded()

void UWeaponInstance::OnWeaponParticleLoaded ( UParticleSystem *  Particle)

◆ OwnerDied()

◆ PlayFireCounter()

void UWeaponInstance::PlayFireCounter ( )
virtual

◆ PlayWeaponEquip()

void UWeaponInstance::PlayWeaponEquip ( )
virtual

◆ PlayWeaponFireEffects()

void UWeaponInstance::PlayWeaponFireEffects ( uint8  BurstCounter = 0)
virtual

◆ PlayWeaponFireEffects1P()

void UWeaponInstance::PlayWeaponFireEffects1P ( )
virtual

◆ PlayWeaponFireEffects3P()

void UWeaponInstance::PlayWeaponFireEffects3P ( )
virtual

◆ PlayWeaponReload()

void UWeaponInstance::PlayWeaponReload ( )
virtual

◆ PlayWeaponUnEquip()

void UWeaponInstance::PlayWeaponUnEquip ( )
virtual

◆ PredictCurrentHeat()

void UWeaponInstance::PredictCurrentHeat ( )
virtual

◆ QueueUnEquip()

bool UWeaponInstance::QueueUnEquip ( )
virtual

◆ Reload()

bool UWeaponInstance::Reload ( float  WorldTimeOverride = -1.f)
virtual

◆ ReloadComplete()

void UWeaponInstance::ReloadComplete ( )
virtual

◆ Server_Reliable_CancelFire()

void UWeaponInstance::Server_Reliable_CancelFire ( )

◆ Server_Reliable_ChargeStart()

void UWeaponInstance::Server_Reliable_ChargeStart ( float  ChargeStartTime,
uint8  Mode = 0,
float  WorldTimeOverride = -1.f 
)

◆ Server_Reliable_Fire()

void UWeaponInstance::Server_Reliable_Fire ( uint8  Mode = 0,
float  WorldTimeOverride = -1.f 
)

◆ Server_Reliable_FireReleased()

void UWeaponInstance::Server_Reliable_FireReleased ( uint8  Mode)

◆ Server_Reliable_Reload()

void UWeaponInstance::Server_Reliable_Reload ( float  WorldTimeSeconds)

◆ Server_Reliable_ReloadCancel()

void UWeaponInstance::Server_Reliable_ReloadCancel ( )

◆ Server_Reliable_TightAim()

void UWeaponInstance::Server_Reliable_TightAim ( bool  bEnable)

◆ Server_Reliable_UnEquip()

void UWeaponInstance::Server_Reliable_UnEquip ( )

◆ SetFireAnimMontage()

void UWeaponInstance::SetFireAnimMontage ( UAnimMontage *  NewFireAnimation1P,
UAnimMontage *  NewFireAnimation3P 
)
inline

◆ SetMagazineAmmo()

void UWeaponInstance::SetMagazineAmmo ( float  NewMagAmmo)
virtual

◆ SetMaxMagazineAmmo()

void UWeaponInstance::SetMaxMagazineAmmo ( float  NewMaxAmmo)
virtual

◆ SetupChildWeapon()

bool UWeaponInstance::SetupChildWeapon ( UWeaponInstance ParentWeaponToSet)
virtual

◆ SetWeaponState()

void UWeaponInstance::SetWeaponState ( EWeaponState  NewState)
virtual

◆ ShouldDisplayHitConfirm()

bool UWeaponInstance::ShouldDisplayHitConfirm ( AActor *  Target,
AActor *  Instigator 
)
static

◆ ShouldReloadCancel()

bool UWeaponInstance::ShouldReloadCancel ( uint8  Mode) const
virtual

◆ ShouldUnEquipAfterFire()

FORCEINLINE bool UWeaponInstance::ShouldUnEquipAfterFire ( ) const
inline

◆ ShouldUnEquipOnEmpty()

FORCEINLINE bool UWeaponInstance::ShouldUnEquipOnEmpty ( ) const
inline

◆ ShouldUnequipOnToggle()

FORCEINLINE bool UWeaponInstance::ShouldUnequipOnToggle ( ) const
inline

◆ SpawnImpactEffects()

void UWeaponInstance::SpawnImpactEffects ( UObject *  WorldContextObject,
class UDataTable *  DataTable,
const FHitResult &  Hit,
class UParticleSystemComponent *&  ParticleSystem,
class UAudioComponent *&  AudioComponent,
class UDecalComponent *&  DecalComponent,
UNiagaraComponent *&  NiagaraParticleSystem 
)
static

◆ StartHeatCooldown()

void UWeaponInstance::StartHeatCooldown ( )
virtual

◆ StartWeaponMovement()

void UWeaponInstance::StartWeaponMovement ( const FVector &  Direction)
virtual

◆ StaticGetNumberOfPerksSlots()

static uint8 UWeaponInstance::StaticGetNumberOfPerksSlots ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ StaticGetPerkSlots()

static TArray< EPerkType > UWeaponInstance::StaticGetPerkSlots ( TSubclassOf< UWeaponInstance Class)
inlinestatic

◆ StopAllActions()

void UWeaponInstance::StopAllActions ( )
virtual

◆ StopInputConstrainedActions()

void UWeaponInstance::StopInputConstrainedActions ( )
virtual

◆ StopWeaponMovement()

void UWeaponInstance::StopWeaponMovement ( )
virtual

Reimplemented in UWeaponInstanceMeleeDash.

◆ StopWeaponReload()

void UWeaponInstance::StopWeaponReload ( )
virtual

◆ ToggleDesignatorMarker()

void UWeaponInstance::ToggleDesignatorMarker ( bool  bEnable)
virtual

◆ ToggleEquippedAffliction()

void UWeaponInstance::ToggleEquippedAffliction ( bool  bIsEquipped)
virtual

◆ ToggleTightAim()

void UWeaponInstance::ToggleTightAim ( bool  bEnable)
virtual

Reimplemented in UWeaponInstanceProjectile.

◆ ToggleWeaponPerks()

void UWeaponInstance::ToggleWeaponPerks ( bool  bPerksOn)
virtual

◆ UnEquip()

◆ UnEquipComplete()

void UWeaponInstance::UnEquipComplete ( )
virtual

◆ UpdateDesignator()

void UWeaponInstance::UpdateDesignator ( float  DeltaTime = 0.f)
virtual

Reimplemented in UWeaponInstanceDesignator.

◆ UpdateMeshes1P()

void UWeaponInstance::UpdateMeshes1P ( )
virtual

◆ UpdateMeshes3P()

void UWeaponInstance::UpdateMeshes3P ( )
virtual

◆ UpdateOwningCharacter()

virtual void UWeaponInstance::UpdateOwningCharacter ( AProjectXCharacter NewCharacter)
inlinevirtual

◆ UpdateWeaponSkin()

void UWeaponInstance::UpdateWeaponSkin ( UMaterialInstance *  Material,
int  MaterialIndex 
)
virtual

◆ UpdateWeaponSkinParticleSystem()

void UWeaponInstance::UpdateWeaponSkinParticleSystem ( UParticleSystem *  WeaponSkinParticleSystem)
virtual

◆ UsesAmmo()

FORCEINLINE bool UWeaponInstance::UsesAmmo ( ) const
inline

◆ UsesCoolDown()

FORCEINLINE bool UWeaponInstance::UsesCoolDown ( ) const
inline

◆ UsesGlobalAmmo()

FORCEINLINE bool UWeaponInstance::UsesGlobalAmmo ( ) const
inline

◆ WaitToStartHeatCooldown()

void UWeaponInstance::WaitToStartHeatCooldown ( )
virtual

Friends And Related Function Documentation

◆ UChildWeaponInstanceShotgunMortar

friend class UChildWeaponInstanceShotgunMortar
friend

◆ UWeaponComponent

friend class UWeaponComponent
friend

◆ UWeaponInstanceMeleeDash

friend class UWeaponInstanceMeleeDash
friend

◆ UWeaponInstancePowerSword

friend class UWeaponInstancePowerSword
friend

Member Data Documentation

◆ ActiveTime

float UWeaponInstance::ActiveTime = 0.0f

◆ AimAssistDistanceFalloffCurve

UCurveFloat* UWeaponInstance::AimAssistDistanceFalloffCurve = nullptr

◆ AimAssistFalloffAngle

FVector2D UWeaponInstance::AimAssistFalloffAngle = FVector2D(3.0f, 6.0f)

◆ AmmoConsumedPerShot

float UWeaponInstance::AmmoConsumedPerShot = 1.f

◆ AmmoCounterSocket

FName UWeaponInstance::AmmoCounterSocket = "CounterAttachmentPoint"

◆ AmmoCounterWidget

TSubclassOf<UUserWidget> UWeaponInstance::AmmoCounterWidget = NULL

◆ AnimationClass1P

TSubclassOf<UAnimInstance> UWeaponInstance::AnimationClass1P

◆ AnimationClass3P

TSubclassOf<UAnimInstance> UWeaponInstance::AnimationClass3P

◆ Attachments

TArray<FWeaponAttachment> UWeaponInstance::Attachments

◆ AutoFireClipShotsPerSec

float UWeaponInstance::AutoFireClipShotsPerSec = 10.0f

◆ bAltFireOnEquip

bool UWeaponInstance::bAltFireOnEquip = false

◆ bAppliesUltimateDamageMultiplier

bool UWeaponInstance::bAppliesUltimateDamageMultiplier = false

◆ BaseDamage

float UWeaponInstance::BaseDamage = 10.f

◆ BaseDamageType

TSubclassOf<class UDamageType> UWeaponInstance::BaseDamageType = NULL

◆ bAwaitingUnEquip

bool UWeaponInstance::bAwaitingUnEquip = false

◆ bBlocksUnmanagedWeapons

bool UWeaponInstance::bBlocksUnmanagedWeapons = false

◆ bBlockWeaponComponentWhileEquipped

bool UWeaponInstance::bBlockWeaponComponentWhileEquipped = true

◆ bBreakAfterDashing

bool UWeaponInstance::bBreakAfterDashing = false

◆ bCanBePreviousWeapon

bool UWeaponInstance::bCanBePreviousWeapon = true

◆ bCancelCurrentEquippedWeaponActions

bool UWeaponInstance::bCancelCurrentEquippedWeaponActions = true

◆ bCanEquipWhenEmpty

bool UWeaponInstance::bCanEquipWhenEmpty = true

◆ bCanEquipWhileSharedWeaponIsEquipping

bool UWeaponInstance::bCanEquipWhileSharedWeaponIsEquipping = false

◆ bCanEquipWhileSharedWeaponIsUnequipping

bool UWeaponInstance::bCanEquipWhileSharedWeaponIsUnequipping = false

◆ bCanHoldBreathWhileADSing

bool UWeaponInstance::bCanHoldBreathWhileADSing = false

◆ bCanQuickSwitchTo

bool UWeaponInstance::bCanQuickSwitchTo = true

◆ bCanTightAim

bool UWeaponInstance::bCanTightAim = false

◆ bCanUnequipWhileOverheating

bool UWeaponInstance::bCanUnequipWhileOverheating = true

◆ bCanWeaponOverheat

bool UWeaponInstance::bCanWeaponOverheat = false

◆ bCharging

bool UWeaponInstance::bCharging = false

◆ bConsumeOnFire

bool UWeaponInstance::bConsumeOnFire = true

◆ bDebug

bool UWeaponInstance::bDebug = false

◆ bDesignatorRequiresTarget

bool UWeaponInstance::bDesignatorRequiresTarget = true

◆ bDropWeaponWhenEmpty

bool UWeaponInstance::bDropWeaponWhenEmpty = false

◆ bEnableWeaponMovement

bool UWeaponInstance::bEnableWeaponMovement = false

◆ bExclusiveWeapon

bool UWeaponInstance::bExclusiveWeapon = false

◆ bFallBackToFireAnim

bool UWeaponInstance::bFallBackToFireAnim = true

◆ bFireChargeOnRelease

bool UWeaponInstance::bFireChargeOnRelease = false

◆ bFireOnEquip

bool UWeaponInstance::bFireOnEquip = false

◆ bGlobalAmmo

bool UWeaponInstance::bGlobalAmmo = false

◆ bHasSwayOnTightAim

bool UWeaponInstance::bHasSwayOnTightAim = true

◆ bHeldToCharge

bool UWeaponInstance::bHeldToCharge = true

◆ bHoldingFire

bool UWeaponInstance::bHoldingFire = false

◆ bInfiniteReserveAmmo

bool UWeaponInstance::bInfiniteReserveAmmo = true

◆ bInitialized

bool UWeaponInstance::bInitialized = false

◆ bInterpolateToUnmanagedOffset

bool UWeaponInstance::bInterpolateToUnmanagedOffset = false

◆ bIsChildWeapon

bool UWeaponInstance::bIsChildWeapon = false

◆ bIsManagedByWeaponComponent

bool UWeaponInstance::bIsManagedByWeaponComponent = true

◆ bIsOverheating

bool UWeaponInstance::bIsOverheating = false

◆ bLooksTowardsDashMovement

bool UWeaponInstance::bLooksTowardsDashMovement = false

◆ bPlayFireAnimationImmediately

bool UWeaponInstance::bPlayFireAnimationImmediately = false

◆ bPlaySingleSoundForBursts

bool UWeaponInstance::bPlaySingleSoundForBursts = true

◆ bProgressiveRestock

bool UWeaponInstance::bProgressiveRestock = false

◆ bReloadWhenEmptied

bool UWeaponInstance::bReloadWhenEmptied = true

◆ bResetAmmoOnSpawn

bool UWeaponInstance::bResetAmmoOnSpawn = false

◆ bRespectWeaponComponentFireLock

bool UWeaponInstance::bRespectWeaponComponentFireLock = true

◆ bStartLoopingSoundOnFirstShotLocal

bool UWeaponInstance::bStartLoopingSoundOnFirstShotLocal = true

◆ bStartLoopingSoundOnFirstShotRemote

bool UWeaponInstance::bStartLoopingSoundOnFirstShotRemote = true

◆ bSyncLoopingSoundToFireRate

bool UWeaponInstance::bSyncLoopingSoundToFireRate = true

◆ bTightAiming

bool UWeaponInstance::bTightAiming = false

◆ bTightAimInterruptsReload

bool UWeaponInstance::bTightAimInterruptsReload = false

◆ bUnEquipAfterFire

bool UWeaponInstance::bUnEquipAfterFire = false

◆ bUnEquipOnEmpty

bool UWeaponInstance::bUnEquipOnEmpty = false

◆ bUnequipsOnToggle

bool UWeaponInstance::bUnequipsOnToggle = false

◆ bUsesAmmo

bool UWeaponInstance::bUsesAmmo = true

◆ bUsesCoolDown

bool UWeaponInstance::bUsesCoolDown = false

◆ bValidDesignator

bool UWeaponInstance::bValidDesignator = false

◆ ChargeFinishedEvent

FChargeEventSignature UWeaponInstance::ChargeFinishedEvent

◆ ChargeRate

float UWeaponInstance::ChargeRate = 1.f

◆ ChargeStartEvent

FChargeEventSignature UWeaponInstance::ChargeStartEvent

◆ ChargeValue

float UWeaponInstance::ChargeValue

◆ ChildWeapon

UWeaponInstance* UWeaponInstance::ChildWeapon = nullptr

◆ ChildWeaponClass

TSubclassOf<UWeaponInstance> UWeaponInstance::ChildWeaponClass = NULL

◆ ChildWeaponFireMode

EFireMode UWeaponInstance::ChildWeaponFireMode = EFireMode::Secondary

◆ CoolDown

float UWeaponInstance::CoolDown = 0.0f

◆ CoolDownTriggerState

ECoolDownTrigger UWeaponInstance::CoolDownTriggerState = ECoolDownTrigger::Fire

◆ DamageForce

float UWeaponInstance::DamageForce = 200000.f

◆ DamageMultipliers

TMap<class UPhysicalMaterial*, float> UWeaponInstance::DamageMultipliers

◆ DamageScalingCurve

UCurveFloat* UWeaponInstance::DamageScalingCurve

◆ DesignatorMarker

TWeakObjectPtr<class ADesignatorMarker> UWeaponInstance::DesignatorMarker = NULL

◆ DesignatorMarkerClass

TSubclassOf<class ADesignatorMarker> UWeaponInstance::DesignatorMarkerClass = NULL

◆ DesignatorTeamView

EDesignatorTeamView UWeaponInstance::DesignatorTeamView

◆ DisplayFocalDistance

float UWeaponInstance::DisplayFocalDistance = -1.0f

◆ DisplayMesh1P

TSoftObjectPtr<USkeletalMesh> UWeaponInstance::DisplayMesh1P

◆ DisplayMesh3P

TSoftObjectPtr<USkeletalMesh> UWeaponInstance::DisplayMesh3P

◆ DisplaySocketName

FName UWeaponInstance::DisplaySocketName = "DisplaySocket"

◆ EquippedAffliction

TSubclassOf<UAfflictionInstance> UWeaponInstance::EquippedAffliction = NULL

◆ EquipRate

float UWeaponInstance::EquipRate = 0.25f

◆ FireAnimation1P

UAnimMontage* UWeaponInstance::FireAnimation1P

◆ FireAnimation3P

UAnimMontage* UWeaponInstance::FireAnimation3P

◆ FireAnimsPerWeapon1P

TMap<TSubclassOf<UWeaponInstance>, FMontageList> UWeaponInstance::FireAnimsPerWeapon1P

◆ FireAnimsPerWeapon3P

TMap<TSubclassOf<UWeaponInstance>, FMontageList> UWeaponInstance::FireAnimsPerWeapon3P

◆ FireAutoLoopSound

USoundBase* UWeaponInstance::FireAutoLoopSound

◆ FireAutoLoopTail

USoundBase* UWeaponInstance::FireAutoLoopTail

◆ FireAutoSound

USoundBase* UWeaponInstance::FireAutoSound

◆ FireCounter

uint8 UWeaponInstance::FireCounter = 0

◆ FireModeFlags

uint8 UWeaponInstance::FireModeFlags = 0

◆ FireRate

float UWeaponInstance::FireRate = 1.f

◆ FireRateMin

float UWeaponInstance::FireRateMin = 1.f

◆ FireRateRampUp

float UWeaponInstance::FireRateRampUp = 0.0f

◆ FireSingleSound

USoundBase* UWeaponInstance::FireSingleSound

◆ GlobalAmmoRestockMultiplier

float UWeaponInstance::GlobalAmmoRestockMultiplier = 1.0f

◆ HeatDissipationRate

float UWeaponInstance::HeatDissipationRate = 1.f

◆ HeatGeneratedPerShot

TArray<FFireModeToFloat> UWeaponInstance::HeatGeneratedPerShot = TArray<FFireModeToFloat>()

◆ KeyChainScale

FVector UWeaponInstance::KeyChainScale = FVector(1.0f, 1.0f, 1.0f)

◆ KeyChainSocketName

FName UWeaponInstance::KeyChainSocketName = "KeyChainSocket"

◆ MagazineAmmo

float UWeaponInstance::MagazineAmmo = 0.f

◆ MaxMagazineAmmo

float UWeaponInstance::MaxMagazineAmmo = 10.f

◆ MaxTotalAmmo

float UWeaponInstance::MaxTotalAmmo = 100.f

◆ MaxWeaponMovementDuration

float UWeaponInstance::MaxWeaponMovementDuration = 0.f

◆ Mesh1PScale

FVector UWeaponInstance::Mesh1PScale = FVector(1.f, 1.f, 1.f)

◆ Mesh1PScaleMultiplier

float UWeaponInstance::Mesh1PScaleMultiplier = 2.0f

◆ Mesh3PScale

FVector UWeaponInstance::Mesh3PScale = FVector(1.f, 1.f, 1.f)

◆ MinimumChargeValue

float UWeaponInstance::MinimumChargeValue = 1.0f

◆ OnCoolDownFinished

FWeaponCompleteSignature UWeaponInstance::OnCoolDownFinished

◆ OnCoolDownStarted

FCoolDownSignature UWeaponInstance::OnCoolDownStarted

◆ OnValidDesignatorTargetEvent

FWeaponDesignatorTargetSignature UWeaponInstance::OnValidDesignatorTargetEvent

◆ OnWeaponAmmoChanged

FWeaponAmmoChangedSignature UWeaponInstance::OnWeaponAmmoChanged

◆ OnWeaponEquipped

FWeaponEquipStateChangeSignature UWeaponInstance::OnWeaponEquipped

◆ ONWeaponOverheatEnd

FWeaponOverheatEvent UWeaponInstance::ONWeaponOverheatEnd

◆ ONWeaponOverheatStart

FWeaponOverheatEvent UWeaponInstance::ONWeaponOverheatStart

◆ OnWeaponStopActions

FWeaponStopActionsSignature UWeaponInstance::OnWeaponStopActions

◆ OverheatThreshold

float UWeaponInstance::OverheatThreshold = 100.f

◆ OwningCharacter

AProjectXCharacter* UWeaponInstance::OwningCharacter = NULL

◆ OwningComponent

UWeaponComponent* UWeaponInstance::OwningComponent = NULL

◆ ParentWeapon

UWeaponInstance* UWeaponInstance::ParentWeapon = NULL

◆ PerkSlots

TArray<EPerkType> UWeaponInstance::PerkSlots = { EPerkType::WEAPON,EPerkType::WEAPON,EPerkType::WEAPON }

◆ RelativePositionOffset

FVector UWeaponInstance::RelativePositionOffset = FVector(30.0f, -22.0f, -152.0f)

◆ RelativeRotationOffset

FRotator UWeaponInstance::RelativeRotationOffset = FRotator(16.0f, 0.0f, 10.0f)

◆ ReloadAnimation1P

UAnimMontage* UWeaponInstance::ReloadAnimation1P

◆ ReloadAnimation1PEnd

UAnimMontage* UWeaponInstance::ReloadAnimation1PEnd

◆ ReloadAnimation1PStart

UAnimMontage* UWeaponInstance::ReloadAnimation1PStart

◆ ReloadAnimation3P

UAnimMontage* UWeaponInstance::ReloadAnimation3P

◆ ReloadRate

float UWeaponInstance::ReloadRate = 1.f

◆ ReloadType

EReloadType UWeaponInstance::ReloadType = EReloadType::Magazine

◆ RestockAmount

float UWeaponInstance::RestockAmount = 5.f

◆ RestockTime

float UWeaponInstance::RestockTime = 5.f

◆ ReticleSpreadMultiplier

float UWeaponInstance::ReticleSpreadMultiplier = 1.f

◆ ReticleWidget

TSubclassOf<UReticleWidget> UWeaponInstance::ReticleWidget = NULL

◆ SocketAttach1P

FName UWeaponInstance::SocketAttach1P

◆ SocketAttach3P

FName UWeaponInstance::SocketAttach3P

◆ SwapWeaponIn1P

UAnimMontage* UWeaponInstance::SwapWeaponIn1P

◆ SwapWeaponIn3P

UAnimMontage* UWeaponInstance::SwapWeaponIn3P

◆ SwapWeaponOut1P

UAnimMontage* UWeaponInstance::SwapWeaponOut1P

◆ SwapWeaponOut3P

UAnimMontage* UWeaponInstance::SwapWeaponOut3P

◆ SwayIntensityMultiplier

float UWeaponInstance::SwayIntensityMultiplier = 1.f

◆ TightAimedAimAssistDistanceFalloffCurve

UCurveFloat* UWeaponInstance::TightAimedAimAssistDistanceFalloffCurve = nullptr

◆ TightAimedAimAssistFalloffAngle

FVector2D UWeaponInstance::TightAimedAimAssistFalloffAngle = FVector2D(1.0f, 3.0f)

◆ TightAimFireAnimation1P

UAnimMontage* UWeaponInstance::TightAimFireAnimation1P

◆ TightAimFireAnimation3P

UAnimMontage* UWeaponInstance::TightAimFireAnimation3P

◆ TightAimFireMode

EFireMode UWeaponInstance::TightAimFireMode = EFireMode::Secondary

◆ TightAimFocalDistance

float UWeaponInstance::TightAimFocalDistance = 20.f

◆ TightAimFOV

float UWeaponInstance::TightAimFOV = 45.f

◆ TightAimFStop

float UWeaponInstance::TightAimFStop = 36.f

◆ TightAimRate

float UWeaponInstance::TightAimRate = 0.25f

◆ TightAimRelativeWeaponOffset

FVector UWeaponInstance::TightAimRelativeWeaponOffset = FVector::ZeroVector

◆ TightAimRelativeWeaponRotationOffset

FRotator UWeaponInstance::TightAimRelativeWeaponRotationOffset = FRotator::ZeroRotator

◆ TightAimReticleTexture

UTexture* UWeaponInstance::TightAimReticleTexture = NULL

◆ TightAimReticleTextureScale

FVector2D UWeaponInstance::TightAimReticleTextureScale = FVector2D(0.05f, 0.05f)

◆ TightAimReticleTextureTint

FLinearColor UWeaponInstance::TightAimReticleTextureTint = FLinearColor::White

◆ TightAimSpreadModifier

FVector2D UWeaponInstance::TightAimSpreadModifier = FVector2D(1.f, 1.f)

◆ TightAimWidget

TSubclassOf<class UUserWidget> UWeaponInstance::TightAimWidget = NULL

◆ TimeToFullyCoolDown

float UWeaponInstance::TimeToFullyCoolDown = 5.f

◆ TotalAmmo

float UWeaponInstance::TotalAmmo = 0.f

◆ UnequipRate

float UWeaponInstance::UnequipRate = -1.f

◆ UnmanagedOffsetInterpolateFromTime

float UWeaponInstance::UnmanagedOffsetInterpolateFromTime = 0.1f

◆ UnmanagedOffsetInterpolateToTime

float UWeaponInstance::UnmanagedOffsetInterpolateToTime = 0.1f

◆ WeaponAffliction

TSubclassOf<class UAfflictionInstance > UWeaponInstance::WeaponAffliction = NULL

◆ WeaponAnimationClass

TSubclassOf<UAnimInstance> UWeaponInstance::WeaponAnimationClass

◆ WeaponAnimationClass3P

TSubclassOf<UAnimInstance> UWeaponInstance::WeaponAnimationClass3P

◆ WeaponCancelledEvent

FWeaponCancelledEvent UWeaponInstance::WeaponCancelledEvent

◆ WeaponDescription

FText UWeaponInstance::WeaponDescription

◆ WeaponEquipAnimation

UAnimMontage* UWeaponInstance::WeaponEquipAnimation

◆ WeaponEquippedTimestamp

float UWeaponInstance::WeaponEquippedTimestamp = 0.f
protected

◆ WeaponFireAnimation

UAnimMontage* UWeaponInstance::WeaponFireAnimation

◆ WeaponFireAnimation3P

UAnimMontage* UWeaponInstance::WeaponFireAnimation3P

◆ WeaponFireType

EFireType UWeaponInstance::WeaponFireType = EFireType::SemiAutomatic

◆ WeaponIcon

TAssetPtr<UTexture2D> UWeaponInstance::WeaponIcon = NULL

◆ WeaponID

FString UWeaponInstance::WeaponID = ""

◆ WeaponKillFeedIcon

TAssetPtr<UTexture2D> UWeaponInstance::WeaponKillFeedIcon = NULL

◆ WeaponMagEmptySound

USoundBase* UWeaponInstance::WeaponMagEmptySound

◆ WeaponMeshRecoilCurve

UCurveFloat* UWeaponInstance::WeaponMeshRecoilCurve = nullptr

◆ WeaponMeshRecoilDistance

float UWeaponInstance::WeaponMeshRecoilDistance = 0.0f

◆ WeaponMeshRecoilDistanceTightAimed

float UWeaponInstance::WeaponMeshRecoilDistanceTightAimed = 0.0f

◆ WeaponMeshRecoilTime

float UWeaponInstance::WeaponMeshRecoilTime = 0.5f

◆ WeaponMovementAfflictionClass

TSubclassOf<class UAfflictionInstance > UWeaponInstance::WeaponMovementAfflictionClass = NULL

◆ WeaponMovementFireMode

EFireMode UWeaponInstance::WeaponMovementFireMode = EFireMode::Secondary

◆ WeaponMovementFlag

ECompressedFlags UWeaponInstance::WeaponMovementFlag = ECompressedFlags::Dash

◆ WeaponMovementVelocity

float UWeaponInstance::WeaponMovementVelocity = 500.f

◆ WeaponName

FText UWeaponInstance::WeaponName

◆ WeaponReloadAnimation1P

UAnimMontage* UWeaponInstance::WeaponReloadAnimation1P

◆ WeaponReloadAnimation1PEnd

UAnimMontage* UWeaponInstance::WeaponReloadAnimation1PEnd

◆ WeaponReloadAnimation1PStart

UAnimMontage* UWeaponInstance::WeaponReloadAnimation1PStart

◆ WeaponReloadAnimation3P

UAnimMontage* UWeaponInstance::WeaponReloadAnimation3P

◆ WeaponSkin

TMap<uint8, UMaterialInstance*> UWeaponInstance::WeaponSkin

◆ WeaponSkinParticle

UParticleSystem* UWeaponInstance::WeaponSkinParticle = nullptr

◆ WeaponState

EWeaponState UWeaponInstance::WeaponState = EWeaponState::Down

◆ WeaponToggleEvent

FWeaponActiveEvent UWeaponInstance::WeaponToggleEvent

The documentation for this class was generated from the following files: