LEAP Documentation 40220
Documentation for the LEAP project
UWeaponInstanceProjectile Member List

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

Activate(bool bReset=false) overrideUWeaponInstancevirtual
ActiveTimeUWeaponInstance
ActiveTimeComplete()UWeaponInstancevirtual
AddAmmo(float InAmmo)UWeaponInstancevirtual
AimAssistDistanceFalloffCurveUWeaponInstance
AimAssistFalloffAngleUWeaponInstance
AimTargetUWeaponInstanceProjectileprotected
AmmoConsumedPerShotUWeaponInstance
AmmoCounterSocketUWeaponInstance
AmmoCounterWidgetUWeaponInstance
AnimationClass1PUWeaponInstance
AnimationClass3PUWeaponInstance
ApplyConeSpread(FVector &Direction, float ProjectilePercent=0.0f) constUWeaponInstanceRangedprotectedvirtual
ApplySpreadPattern(FVector &Direction, int ProjectileNum=0) constUWeaponInstanceRangedprotectedvirtual
ApplyWeaponSkins()UWeaponInstancevirtual
AsyncLoadImpactTableDecal(TSoftObjectPtr< UMaterial > AssetPointer, UPhysicalMaterial *Material)UWeaponInstancevirtual
AsyncLoadImpactTableNiagaraParticle(TSoftObjectPtr< UNiagaraSystem > AssetPointer, UPhysicalMaterial *Material)UWeaponInstancevirtual
AsyncLoadImpactTableParticle(TSoftObjectPtr< UParticleSystem > AssetPointer, UPhysicalMaterial *Material)UWeaponInstancevirtual
AsyncLoadImpactTableSound(TSoftObjectPtr< USoundBase > AssetPointer, UPhysicalMaterial *Material)UWeaponInstancevirtual
AttachmentsUWeaponInstance
AutoFireClipShotsPerSecUWeaponInstance
BakedSpreadConfigDataAssetUWeaponInstanceRangedprotected
bAltFireOnEquipUWeaponInstance
bAppliesUltimateDamageMultiplierUWeaponInstance
bApplyMovementSpreadWhenTightAimingUWeaponInstanceRangedprotected
BaseDamageUWeaponInstance
BaseDamageTypeUWeaponInstance
bAwaitingUnEquipUWeaponInstance
bBlocksUnmanagedWeaponsUWeaponInstance
bBlockWeaponComponentWhileEquippedUWeaponInstance
bBreakAfterDashingUWeaponInstance
bBurstFireUWeaponInstanceRanged
bCanBePreviousWeaponUWeaponInstance
bCancelCurrentEquippedWeaponActionsUWeaponInstance
bCanEquipWhenEmptyUWeaponInstance
bCanEquipWhileSharedWeaponIsEquippingUWeaponInstance
bCanEquipWhileSharedWeaponIsUnequippingUWeaponInstance
bCanHoldBreathWhileADSingUWeaponInstance
bCanQuickSwitchToUWeaponInstance
bCanTightAimUWeaponInstance
bCanUnequipWhileOverheatingUWeaponInstance
bCanWeaponOverheatUWeaponInstance
bChargingUWeaponInstance
bConsumeOnFireUWeaponInstance
bDebugUWeaponInstance
bDesignatorRequiresTargetUWeaponInstance
bDropWeaponWhenEmptyUWeaponInstance
BeginPlay()UWeaponInstanceProjectilevirtual
bEnableWeaponMovementUWeaponInstance
bExclusiveWeaponUWeaponInstance
bFallBackToFireAnimUWeaponInstance
bFireChargeOnReleaseUWeaponInstance
bFireOnEquipUWeaponInstance
bGlobalAmmoUWeaponInstance
bHasMovementBasedSpreadUWeaponInstanceRangedprotected
bHasRecoilUWeaponInstanceRangedprotected
bHasSpreadUWeaponInstanceRangedprotected
bHasSwayOnTightAimUWeaponInstance
bHeldToChargeUWeaponInstance
bHoldingFireUWeaponInstance
bInfiniteReserveAmmoUWeaponInstance
bInitializedUWeaponInstance
bInterpolateToUnmanagedOffsetUWeaponInstance
bIsChildWeaponUWeaponInstance
bIsManagedByWeaponComponentUWeaponInstance
bIsOverheatingUWeaponInstance
BlocksUnmanagedWeapons() constUWeaponInstanceinlinevirtual
BlocksWeaponComponentWhileEquipped() constUWeaponInstanceinlinevirtual
bLooksTowardsDashMovementUWeaponInstance
bPlayFireAnimationImmediatelyUWeaponInstance
bPlaySingleSoundForBurstsUWeaponInstance
bProgressiveRestockUWeaponInstance
bRandomSpreadUWeaponInstanceRangedprotected
bReloadWhenEmptiedUWeaponInstance
bResetAmmoOnSpawnUWeaponInstance
bRespectWeaponComponentFireLockUWeaponInstance
BroadcastWeaponError(EWeaponError Error) constUWeaponInstance
bShouldProjectilesNotifyTargetUWeaponInstanceProjectileprotected
bStartLoopingSoundOnFirstShotLocalUWeaponInstance
bStartLoopingSoundOnFirstShotRemoteUWeaponInstance
bSyncLoopingSoundToFireRateUWeaponInstance
bTightAimingUWeaponInstance
bTightAimInterruptsReloadUWeaponInstance
bUnEquipAfterFireUWeaponInstance
bUnEquipOnEmptyUWeaponInstance
bUnequipsOnToggleUWeaponInstance
bUnmanagedSearchProjectileSocketOnWeaponUWeaponInstanceProjectile
BurstCountUWeaponInstanceRanged
BurstRateUWeaponInstanceRanged
BurstTimerUWeaponInstanceRangedprotected
bUseCharacterSpeedUWeaponInstanceProjectileprotected
bUsePlaneIntersectionForLockUWeaponInstanceProjectileprotected
bUsesAmmoUWeaponInstance
bUsesCoolDownUWeaponInstance
bValidDesignatorUWeaponInstance
CalculateMagnetismFalloff()UWeaponInstanceProjectile
CanBePreviousWeapon() constUWeaponInstanceinline
CancelFire()UWeaponInstancevirtual
CancelQueuedUnEquip()UWeaponInstancevirtual
CancelReload()UWeaponInstancevirtual
CancelsCurrentEquippedWeaponActionsWhenEquipped() constUWeaponInstanceinlinevirtual
CanEquip() constUWeaponInstancevirtual
CanFire(EWeaponError &ErrorMessage, uint8 Mode) const overrideUWeaponInstanceRangedvirtual
CanHoldBreathWhileADSing() constUWeaponInstanceinline
CanLockOn() constUWeaponInstanceProjectile
CanQueueUnEquip() constUWeaponInstancevirtual
CanQuickSwitchTo() constUWeaponInstanceinline
CanReload(EWeaponError &ErrorMessage) constUWeaponInstancevirtual
CanSpawnDesignator() constUWeaponInstancevirtual
CanTightAim() constUWeaponInstanceinline
CanUnEquip(bool bTestOnly=false) constUWeaponInstancevirtual
CanWeaponOverheat() constUWeaponInstanceinline
ChargeFinishedEventUWeaponInstance
ChargeRateUWeaponInstance
ChargeStart(uint8 Mode, float StartOverride=0.0f)UWeaponInstancevirtual
ChargeStartEventUWeaponInstance
ChargeTimeComplete(uint8 Mode, bool bExecuteFire=true)UWeaponInstancevirtual
ChargeValueUWeaponInstance
ChildWeaponUWeaponInstance
ChildWeaponClassUWeaponInstance
ChildWeaponFireModeUWeaponInstance
Client_Reliable_BroadcastWeaponError(EWeaponError Error) constUWeaponInstance
Client_Reliable_HeatCooldownComplete(uint8 Mode)UWeaponInstance
Client_Reliable_ReloadComplete(float ReloadAmount)UWeaponInstance
Client_Reliable_SetMagazineAmmo(float NewMagAmmo)UWeaponInstance
Client_Reliable_TotalAmmoChanged(float NewTotalAmmo)UWeaponInstance
ClientProjectileTransformSocketUWeaponInstanceProjectile
ConsumeAmmo(float Amount, uint8 Mode=0)UWeaponInstancevirtual
CoolDownUWeaponInstance
CoolDownDurationRemaining() constUWeaponInstance
CoolDownFinished()UWeaponInstancevirtual
CoolDownStart(uint8 Mode)UWeaponInstancevirtual
CoolDownTriggerStateUWeaponInstance
CrouchConeSpreadMultiplierUWeaponInstanceRangedprotected
CurrentMovementSpreadModifierUWeaponInstanceRangedprotected
DamageFalloffCurveUWeaponInstanceRanged
DamageForceUWeaponInstance
DamageMultipliersUWeaponInstance
DamageScalingCurveUWeaponInstance
Deactivate() overrideUWeaponInstancevirtual
DecayFireRate()UWeaponInstancevirtual
DeferredReload()UWeaponInstancevirtual
DesignatorMarkerUWeaponInstance
DesignatorMarkerClassUWeaponInstance
DesignatorTeamViewUWeaponInstance
DisplayFocalDistanceUWeaponInstance
DisplayMesh1PUWeaponInstance
DisplayMesh3PUWeaponInstance
DisplaySocketNameUWeaponInstance
DoesWeaponSupportTightAiming() constUWeaponInstanceinline
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideUWeaponInstanceProjectilevirtual
Equip() overrideUWeaponInstanceProjectilevirtual
EquipComplete()UWeaponInstancevirtual
EquippedAfflictionUWeaponInstance
EquipRateUWeaponInstance
Fire(uint8 Mode, float WorldTimeOverride) overrideUWeaponInstanceRangedvirtual
FireAnimation1PUWeaponInstance
FireAnimation3PUWeaponInstance
FireAnimsPerWeapon1PUWeaponInstance
FireAnimsPerWeapon3PUWeaponInstance
FireAutoLoopSoundUWeaponInstance
FireAutoLoopTailUWeaponInstance
FireAutoSoundUWeaponInstance
FireComplete(uint8 Mode=0) overrideUWeaponInstanceRangedvirtual
FireCounterUWeaponInstance
FireModeFlagsUWeaponInstance
FireProjectiles()UWeaponInstanceProjectileprotectedvirtual
FireRateUWeaponInstance
FireRateMinUWeaponInstance
FireRateRampUpUWeaponInstance
FireReleased(uint8 Mode=0)UWeaponInstancevirtual
FireSingleSoundUWeaponInstance
FireValidationCountUWeaponInstanceRangedprotected
FormatTraceMultiHitResults(TArray< FHitResult > &HitResults, const UWeaponInstanceRanged *Weapon)UWeaponInstanceRangedstatic
GenerateHeat(uint8 Mode=0)UWeaponInstancevirtual
Get3rdPersonDisplayMeshFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetAimTarget() constUWeaponInstanceProjectileinline
GetAllImpactEffectRows(class UDataTable *DataTable, TArray< struct FImpactTableRow * > &ImpactEffectRows)UWeaponInstancestatic
GetChargeValue() constUWeaponInstanceinline
GetCoolDownDuration() constUWeaponInstanceinline
GetCurrentHeat() constUWeaponInstance
GetCurrentSpread() constUWeaponInstanceRangedprotectedvirtual
GetDamage(const FHitResult &HitResult, float DamgeModifier, const UWeaponComponent *WeaponComponent=NULL) const overrideUWeaponInstanceRangedvirtual
GetDamageForce() constUWeaponInstanceinline
GetDamageMaterialMultiplier(const FHitResult &HitResult) constUWeaponInstancevirtual
GetDamageMultiplier(const FHitResult &HitResult, float DamageModifer=1.0f, const UWeaponComponent *WeaponComponent=NULL) constUWeaponInstancevirtual
GetDamageScalingMultiplier(float Value) constUWeaponInstance
GetDamageType() const overrideUWeaponInstanceProjectilevirtual
GetDesignatorTransform()UWeaponInstance
GetDisplayCameraFocalDistance() constUWeaponInstanceinline
GetDisplayDamage() const overrideUWeaponInstanceProjectilevirtual
GetDisplayFireRate() constUWeaponInstanceinline
GetDisplaySocketName() constUWeaponInstanceinline
GetFireMontage1P() constUWeaponInstance
GetFireMontage3P() constUWeaponInstance
GetFireRate() constUWeaponInstanceinline
GetFireRatePercentage() constUWeaponInstanceinline
GetFireType() constUWeaponInstanceinline
GetGlobalAmmoComponent() constUWeaponInstance
GetGlobalRestockAmount() constUWeaponInstancevirtual
GetGlobalRestockAmountFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetGlobalRestockTime() constUWeaponInstancevirtual
GetGlobalRestockTimeFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetHeatAsPercentage() constUWeaponInstance
GetHomingTarget() constUWeaponInstanceProjectileinline
GetHUD() constUWeaponInstance
GetIgnoredActors()UWeaponInstanceProjectileinlineprotectedvirtual
GetImpactEffectByName(class UDataTable *DataTable, FName RowName)UWeaponInstancestatic
GetImpactEffectByPhysicsMaterial(class UDataTable *DataTable, const UPhysicalMaterial *Material)UWeaponInstancestatic
GetKeyChainScale() constUWeaponInstanceinline
GetKeyChainScaleStatic(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetKeyChainSocket() constUWeaponInstanceinline
GetLockOnStrength() constUWeaponInstanceProjectileinline
GetMagAmmo() constUWeaponInstancevirtual
GetMagCapacityFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetMaxMagAmmo() constUWeaponInstance
GetMaxReserveAmmo() constUWeaponInstanceinline
GetMesh1P() constUWeaponInstance
GetMesh3P() constUWeaponInstance
GetMeshAttachments()UWeaponInstanceinline
GetMovementSpreadModifier() const overrideUWeaponInstanceRangedvirtual
GetObjectDescription() constUWeaponInstanceinlinevirtual
GetObjectName() constUWeaponInstanceinlinevirtual
GetOverheatThreshold() constUWeaponInstanceinline
GetOwnerName() constUWeaponInstancevirtual
GetOwningCharacter() constUWeaponInstance
GetOwningComponent() constUWeaponInstance
GetOwningController() constUWeaponInstance
GetOwningPlayerController() constUWeaponInstancevirtual
GetPerkSlots() constUWeaponInstanceinline
GetProjectileClass() constUWeaponInstanceProjectileinline
GetProjectileDamageModifier()UWeaponInstanceProjectilevirtual
GetProjectileID()UWeaponInstanceProjectileinlineprotected
GetProjectileMagnetismFalloff() constUWeaponInstanceProjectileinline
GetProjectileSpeed() constUWeaponInstanceProjectile
GetProjectileTransform(FTransform &Transform, FTransform &CosmeticTransform)UWeaponInstanceProjectile
GetReserveAmmo() constUWeaponInstanceinline
GetReticle() constUWeaponInstance
GetReticleSpreadMultiplier() const overrideUWeaponInstanceRangedvirtual
GetShouldProjectilesNotifyTarget() constUWeaponInstanceProjectileinline
GetSocket1P() constUWeaponInstanceinline
GetSocket3P() constUWeaponInstanceinline
GetSwayIntensityMultiplier() constUWeaponInstanceinline
GetTargetTransform(FTransform &Transform) constUWeaponInstancevirtual
GetTightAimPercent() constUWeaponInstancevirtual
GetTightAimSpreadModifier() constUWeaponInstanceinline
GetTightAimWidget() constUWeaponInstanceinline
GetTimeBeforeNotifyingHomingTargetLost() constUWeaponInstanceProjectileinline
GetWeaponAffliction() constUWeaponInstanceinline
GetWeaponDescription() constUWeaponInstanceinline
GetWeaponDescriptionFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetWeaponIcon() constUWeaponInstanceinline
GetWeaponIconFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetWeaponID() constUWeaponInstanceinline
GetWeaponIDFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstancestatic
GetWeaponKeyChainSocket(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetWeaponKillFeedIcon() constUWeaponInstanceinline
GetWeaponKillFeedIconFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetWeaponMagnetismConeSize() constUWeaponInstanceProjectile
GetWeaponMovementAfflictionClass() constUWeaponInstanceinline
GetWeaponMovementDirection() constUWeaponInstancevirtual
GetWeaponMovementFlag() constUWeaponInstanceinline
GetWeaponMovementVelocity() constUWeaponInstanceinline
GetWeaponName() constUWeaponInstanceinline
GetWeaponNameFromClass(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
GetWeaponPivotOffset() constUWeaponInstance
GetWeaponSkinParticle() constUWeaponInstanceinline
GetWeaponSpread() const overrideUWeaponInstanceRangedvirtual
GetWeaponState() constUWeaponInstanceinline
GlobalAmmoRestockMultiplierUWeaponInstance
HasEnoughAmmo(float Amount, uint8 Mode=0) constUWeaponInstancevirtual
HasInfiniteReserveAmmo() constUWeaponInstance
HasSwayOnTightAim() constUWeaponInstanceinline
HeatDissipationRateUWeaponInstance
HeatGeneratedPerShotUWeaponInstance
ImplementsFireMode(uint8 Mode)UWeaponInstancevirtual
InitializeWeapon(bool bFromBatchInitialization=false) overrideUWeaponInstanceProjectilevirtual
IsActionNearlyComplete(EWeaponState State) constUWeaponInstancevirtual
IsAlmostReady() constUWeaponInstanceinline
IsAuthority() constUWeaponInstancevirtual
IsAutomatic() constUWeaponInstanceinline
IsAwaitingUnEquip() constUWeaponInstancevirtual
IsCharged() constUWeaponInstanceinline
IsChildWeapon() constUWeaponInstanceinline
IsChildWeaponFireMode(uint8 Mode) constUWeaponInstancevirtual
IsCoolingDown() constUWeaponInstance
IsCurrentViewTarget() constUWeaponInstance
IsDebugging() constUWeaponInstanceinline
IsDown() constUWeaponInstanceinline
IsEquipped() constUWeaponInstanceinline
IsEquipping() constUWeaponInstanceinline
IsExclusiveWeapon() constUWeaponInstanceinline
IsFiring() constUWeaponInstanceinline
IsHeadshot(const FHitResult &HitResult) const overrideUWeaponInstanceRangedvirtual
IsHeadshotStatic(const FHitResult &HitResult, const TSubclassOf< UDamageType > DamageType)UWeaponInstancestatic
IsHoldingPrimary() constUWeaponInstanceinline
IsInitialized() constUWeaponInstanceinline
IsLocallyOwned() constUWeaponInstancevirtual
IsLocallyOwnedRemote() constUWeaponInstancevirtual
IsManagedByWeaponComponent() constUWeaponInstanceinlinevirtual
IsNonOwningAuthority() constUWeaponInstancevirtual
IsOverheated() constUWeaponInstanceinline
IsProgressiveGlobalAmmoRestock() constUWeaponInstancevirtual
IsReady() constUWeaponInstanceinline
IsReloading() constUWeaponInstanceinline
IsSemiAutomatic() constUWeaponInstanceinline
IsSimulatedOnly() constUWeaponInstancevirtual
IsTightAimFireMode(uint8 Mode) constUWeaponInstancevirtual
IsTightAiming() constUWeaponInstanceinline
IsUnEquipping() constUWeaponInstanceinline
IsValidLockOnTarget(AActor *Target) constUWeaponInstanceProjectileprotectedvirtual
IsWaitingToUnEquip() constUWeaponInstanceinline
IsWeaponMagnetismEnabled()UWeaponInstanceProjectile
K2_Equip()UWeaponInstance
K2_EquipComplete()UWeaponInstance
K2_Fire(uint8 Mode)UWeaponInstance
K2_FireComplete(uint8 Mode)UWeaponInstance
K2_FireReleased(uint8 Mode)UWeaponInstance
K2_OwnerDied()UWeaponInstance
K2_Reload()UWeaponInstance
K2_ReloadCancel()UWeaponInstance
K2_ReloadComplete()UWeaponInstance
K2_ToggleDesignatorMarker(AActor *NewDesignatorMarker)UWeaponInstance
K2_UnEquip()UWeaponInstance
K2_UnEquipComplete()UWeaponInstance
K2_WeaponStateChanged(EWeaponState NewWeaponState)UWeaponInstance
KeyChainScaleUWeaponInstance
KeyChainSocketNameUWeaponInstance
LoadImpactEffectTable(UDataTable *ImpactTable)UWeaponInstancevirtual
LockOnUWeaponInstanceProjectileprotected
LockOnRadiusUWeaponInstanceProjectileprotected
LockOnRangeUWeaponInstanceProjectileprotected
LockOnStrengthUWeaponInstanceProjectileprotected
LockOnTargetUWeaponInstanceProjectileprotected
LockOnTimeUWeaponInstanceProjectileprotected
LockOnWidgetComponentUWeaponInstanceProjectileprotected
LockOnWidgetComponentClassUWeaponInstanceProjectileprotected
MagazineAmmoUWeaponInstance
MagnetismFalloffUWeaponInstanceProjectileprotected
MatchEnded() overrideUWeaponInstancevirtual
MatchStarted()IReactsToMatchEventsvirtual
MaxLockOnAngleUWeaponInstanceProjectileprotected
MaxMagazineAmmoUWeaponInstance
MaxTotalAmmoUWeaponInstance
MaxWeaponMovementDurationUWeaponInstance
Mesh1PScaleUWeaponInstance
Mesh1PScaleMultiplierUWeaponInstance
Mesh3PScaleUWeaponInstance
MinDotProductUWeaponInstanceProjectileprotected
MinimumChargeValueUWeaponInstance
MinLockOnPercentUWeaponInstanceProjectileprotected
MovementSpreadModifierOnStopUWeaponInstanceRangedprotected
MovementSpreadMultiplierUWeaponInstanceRangedprotected
MovementSpreadTightAimingMultiplierUWeaponInstanceRangedprotected
MovementSpreadTypeUWeaponInstanceRangedprotected
Multicast_ChargeFinished(float ChargeVal)UWeaponInstance
OnChargeValueUpdated(float Charge)UWeaponInstance
OnCoolDownFinishedUWeaponInstance
OnCoolDownStartedUWeaponInstance
OnHeatCoolDownComplete()UWeaponInstancevirtual
OnMatchEnded()IReactsToMatchEvents
OnMatchStarted()IReactsToMatchEvents
OnRep_ChargeIsReady()UWeaponInstance
OnRep_FireCounter()UWeaponInstancevirtual
OnRep_HoldingFire()UWeaponInstance
OnRep_IsOverheating()UWeaponInstance
OnRep_LockOnTarget()UWeaponInstanceProjectileprotectedvirtual
OnRep_ParentWeapon()UWeaponInstance
OnRep_TentativeLockOnTarget()UWeaponInstanceProjectileprotectedvirtual
OnRep_TightAiming()UWeaponInstancevirtual
OnRep_WeaponState(EWeaponState PreviousState)UWeaponInstancevirtual
OnValidDesignatorTargetEventUWeaponInstance
OnWeaponAmmoChangedUWeaponInstance
OnWeaponDown()UWeaponInstanceinlinevirtual
OnWeaponEquippedUWeaponInstance
ONWeaponOverheatEndUWeaponInstance
ONWeaponOverheatStartUWeaponInstance
OnWeaponParticleLoaded(UParticleSystem *Particle)UWeaponInstance
OnWeaponStopActionsUWeaponInstance
OverheatThresholdUWeaponInstance
OwnerDied()UWeaponInstancevirtual
OwningCharacterUWeaponInstance
OwningComponentUWeaponInstance
ParentWeaponUWeaponInstance
PerkSlotsUWeaponInstance
PlayFireCounter()UWeaponInstancevirtual
PlayRecoil()UWeaponInstanceRangedprotectedvirtual
PlayWeaponEquip()UWeaponInstancevirtual
PlayWeaponFireEffects(uint8 BurstCounter=0) overrideUWeaponInstanceRangedprotectedvirtual
PlayWeaponFireEffects1P()UWeaponInstancevirtual
PlayWeaponFireEffects3P()UWeaponInstancevirtual
PlayWeaponReload()UWeaponInstancevirtual
PlayWeaponUnEquip()UWeaponInstancevirtual
PredictCurrentHeat()UWeaponInstancevirtual
PreSpawnClientProjectile(const uint8 ShotID, AProjectile *Projectile)UWeaponInstanceProjectileprotectedvirtual
PreviousTargetUWeaponInstanceProjectileprotected
PreviousTentativeTargetUWeaponInstanceProjectileprotected
PrimaryFire(uint8 RemainingBurstCount) overrideUWeaponInstanceProjectilevirtual
ProjectileAuthenticationMaxDistanceFromActorSquaredUWeaponInstanceProjectileprotected
ProjectileClassUWeaponInstanceProjectile
ProjectileCountUWeaponInstanceProjectile
ProjectileListUWeaponInstanceProjectile
ProjectileMagnetismDistanceFalloffCurveUWeaponInstanceProjectileprotected
ProjectileMagnetismDistanceFalloffCurveGamepadUWeaponInstanceProjectileprotected
ProjectileMagnetismFalloffAngleUWeaponInstanceProjectileprotected
ProjectileMagnetismFalloffAngleGamepadUWeaponInstanceProjectileprotected
ProjectileMagnetismFalloffInRadiansUWeaponInstanceProjectileprotected
ProjectileMagnetismFalloffInRadiansGamepadUWeaponInstanceProjectileprotected
ProjectileMagnetismTypeUWeaponInstanceProjectileprotected
ProjectileSpeedUWeaponInstanceProjectile
QueueUnEquip()UWeaponInstancevirtual
RecoilUWeaponInstanceRangedprotected
RecoilEaseTypeUWeaponInstanceRangedprotected
RecoilRateUWeaponInstanceRangedprotected
RelativePositionOffsetUWeaponInstance
RelativeRotationOffsetUWeaponInstance
Reload(float WorldTimeOverride=-1.f)UWeaponInstancevirtual
ReloadAnimation1PUWeaponInstance
ReloadAnimation1PEndUWeaponInstance
ReloadAnimation1PStartUWeaponInstance
ReloadAnimation3PUWeaponInstance
ReloadComplete()UWeaponInstancevirtual
ReloadRateUWeaponInstance
ReloadTypeUWeaponInstance
RestockAmountUWeaponInstance
RestockTimeUWeaponInstance
ReticleSpreadMultiplierUWeaponInstance
ReticleWidgetUWeaponInstance
Server_AuthenticateTicket(const TArray< int32 > &ProjectileIDs, TSubclassOf< AProjectile > UsedProjectileClass, const FVector_NetQuantize &Origin, AActor *PlayerAimTarget=nullptr, const float PlayerMagnetismFalloff=1.0f)UWeaponInstanceProjectileprotected
Server_LockOn(AActor *Target)UWeaponInstanceProjectileprotected
Server_Reliable_CancelFire()UWeaponInstance
Server_Reliable_ChargeStart(float ChargeStartTime, uint8 Mode=0, float WorldTimeOverride=-1.f)UWeaponInstance
Server_Reliable_Fire(uint8 Mode=0, float WorldTimeOverride=-1.f)UWeaponInstance
Server_Reliable_FireReleased(uint8 Mode)UWeaponInstance
Server_Reliable_Reload(float WorldTimeSeconds)UWeaponInstance
Server_Reliable_ReloadCancel()UWeaponInstance
Server_Reliable_TightAim(bool bEnable)UWeaponInstance
Server_Reliable_UnEquip()UWeaponInstance
Server_SetTentativeLockOn(AActor *Target)UWeaponInstanceProjectileprotected
SetFireAnimMontage(UAnimMontage *NewFireAnimation1P, UAnimMontage *NewFireAnimation3P)UWeaponInstanceinline
SetLockOn(AActor *Target)UWeaponInstanceProjectileprotectedvirtual
SetMagazineAmmo(float NewMagAmmo)UWeaponInstancevirtual
SetMaxMagazineAmmo(float NewMaxAmmo)UWeaponInstancevirtual
SetTentativeLockOn(AActor *Target)UWeaponInstanceProjectileprotectedvirtual
SetupChildWeapon(UWeaponInstance *ParentWeaponToSet)UWeaponInstancevirtual
SetWeaponState(EWeaponState NewState)UWeaponInstancevirtual
ShouldDisplayHitConfirm(AActor *Target, AActor *Instigator)UWeaponInstancestatic
ShouldReloadCancel(uint8 Mode) constUWeaponInstancevirtual
ShouldUnEquipAfterFire() constUWeaponInstanceinline
ShouldUnEquipOnEmpty() constUWeaponInstanceinline
ShouldUnequipOnToggle() constUWeaponInstanceinline
SocketAttach1PUWeaponInstance
SocketAttach3PUWeaponInstance
SpawnImpactEffects(UObject *WorldContextObject, class UDataTable *DataTable, const FHitResult &Hit, class UParticleSystemComponent *&ParticleSystem, class UAudioComponent *&AudioComponent, class UDecalComponent *&DecalComponent, UNiagaraComponent *&NiagaraParticleSystem)UWeaponInstancestatic
SpawnProjectiles(UClass *Class, const FTransform &Transform, const FTransform &CosmeticTransform)UWeaponInstanceProjectileprotected
SpreadDecayRateUWeaponInstanceRangedprotected
SpreadInterpolationIDUWeaponInstanceRangedprotected
SpreadPerShotUWeaponInstanceRangedprotected
SpreadRangeUWeaponInstanceRangedprotected
StartHeatCooldown()UWeaponInstancevirtual
StartWeaponMovement(const FVector &Direction)UWeaponInstancevirtual
StaticGetNumberOfPerksSlots(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
StaticGetPerkSlots(TSubclassOf< UWeaponInstance > Class)UWeaponInstanceinlinestatic
StopAllActions() overrideUWeaponInstanceProjectilevirtual
StopInputConstrainedActions()UWeaponInstancevirtual
StopWeaponMovement()UWeaponInstancevirtual
StopWeaponReload()UWeaponInstancevirtual
SwapWeaponIn1PUWeaponInstance
SwapWeaponIn3PUWeaponInstance
SwapWeaponOut1PUWeaponInstance
SwapWeaponOut3PUWeaponInstance
SwayIntensityMultiplierUWeaponInstance
TentativeLockOnTargetUWeaponInstanceProjectileprotected
TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) overrideUWeaponInstanceProjectileprotectedvirtual
TickTargetFinder(float DeltaTime)UWeaponInstanceProjectileprotectedvirtual
TickTargetLockOn(float DeltaTime)UWeaponInstanceProjectileprotectedvirtual
TickTargetMaintain(float DeltaTime)UWeaponInstanceProjectileprotectedvirtual
TightAimedAimAssistDistanceFalloffCurveUWeaponInstance
TightAimedAimAssistFalloffAngleUWeaponInstance
TightAimedProjectileMagnetismDistanceFalloffCurveUWeaponInstanceProjectileprotected
TightAimedProjectileMagnetismDistanceFalloffCurveGamepadUWeaponInstanceProjectileprotected
TightAimedProjectileMagnetismFalloffAngleUWeaponInstanceProjectileprotected
TightAimedProjectileMagnetismFalloffAngleGamepadUWeaponInstanceProjectileprotected
TightAimedProjectileMagnetismFalloffInRadiansUWeaponInstanceProjectileprotected
TightAimedProjectileMagnetismFalloffInRadiansGamepadUWeaponInstanceProjectileprotected
TightAimFireAnimation1PUWeaponInstance
TightAimFireAnimation3PUWeaponInstance
TightAimFireModeUWeaponInstance
TightAimFocalDistanceUWeaponInstance
TightAimFOVUWeaponInstance
TightAimFStopUWeaponInstance
TightAimRateUWeaponInstance
TightAimRecoilModifierUWeaponInstanceRangedprotected
TightAimRecoilRateModifierUWeaponInstanceRangedprotected
TightAimRelativeWeaponOffsetUWeaponInstance
TightAimRelativeWeaponRotationOffsetUWeaponInstance
TightAimReticleTextureUWeaponInstance
TightAimReticleTextureScaleUWeaponInstance
TightAimReticleTextureTintUWeaponInstance
TightAimSpreadDecayRateMultiplierUWeaponInstanceRangedprotected
TightAimSpreadModifierUWeaponInstance
TightAimSpreadPerShotMultiplierUWeaponInstanceRangedprotected
TightAimWidgetUWeaponInstance
TimeBeforeNotifyingHomingTargetLostUWeaponInstanceProjectileprotected
TimeToFullyCoolDownUWeaponInstance
TimeToReachMaxMovementSpreadMultiplierUWeaponInstanceRangedprotected
TimeToRecoveryFromMovementSpreadMultiplierUWeaponInstanceRangedprotected
ToggleDesignatorMarker(bool bEnable)UWeaponInstancevirtual
ToggleEquippedAffliction(bool bIsEquipped)UWeaponInstancevirtual
ToggleLockOn(bool bEnable)UWeaponInstanceProjectileprotectedvirtual
ToggleTightAim(bool bEnable) overrideUWeaponInstanceProjectileprotectedvirtual
ToggleWeaponPerks(bool bPerksOn)UWeaponInstancevirtual
TotalAmmoUWeaponInstance
UnEquip(bool bForce=false) overrideUWeaponInstanceProjectilevirtual
UnEquipComplete()UWeaponInstancevirtual
UnequipRateUWeaponInstance
UnmanagedOffsetInterpolateFromTimeUWeaponInstance
UnmanagedOffsetInterpolateToTimeUWeaponInstance
UpdateDesignator(float DeltaTime=0.f)UWeaponInstancevirtual
UpdateLockOn(float DeltaStrength)UWeaponInstanceProjectileprotectedvirtual
UpdateLockOnWidget(AActor *Target, TSubclassOf< UAdvancedWidgetComponent > WidgetComponentClass)UWeaponInstanceProjectileprotectedvirtual
UpdateMeshes1P()UWeaponInstancevirtual
UpdateMeshes3P()UWeaponInstancevirtual
UpdateMovementSpread()UWeaponInstanceRangedprotectedvirtual
UpdateOwningCharacter(AProjectXCharacter *NewCharacter)UWeaponInstanceinlinevirtual
UpdateSpread()UWeaponInstanceRangedprotectedvirtual
UpdateWeaponSkin(UMaterialInstance *Material, int MaterialIndex)UWeaponInstancevirtual
UpdateWeaponSkinParticleSystem(UParticleSystem *WeaponSkinParticleSystem)UWeaponInstancevirtual
UsesAmmo() constUWeaponInstanceinline
UsesCoolDown() constUWeaponInstanceinline
UsesGlobalAmmo() constUWeaponInstanceinline
UTurretComponentUWeaponInstanceProjectilefriend
ValidationsPerFireUWeaponInstanceRangedprotected
VelocityBasedSpreadCurveUWeaponInstanceRangedprotected
WaitToStartHeatCooldown()UWeaponInstancevirtual
WeaponAfflictionUWeaponInstance
WeaponAnimationClassUWeaponInstance
WeaponAnimationClass3PUWeaponInstance
WeaponCancelledEventUWeaponInstance
WeaponDescriptionUWeaponInstance
WeaponEquipAnimationUWeaponInstance
WeaponEquippedTimestampUWeaponInstanceprotected
WeaponFireAnimationUWeaponInstance
WeaponFireAnimation3PUWeaponInstance
WeaponFireTypeUWeaponInstance
WeaponIconUWeaponInstance
WeaponIDUWeaponInstance
WeaponKillFeedIconUWeaponInstance
WeaponMagEmptySoundUWeaponInstance
WeaponMeshRecoilCurveUWeaponInstance
WeaponMeshRecoilDistanceUWeaponInstance
WeaponMeshRecoilDistanceTightAimedUWeaponInstance
WeaponMeshRecoilTimeUWeaponInstance
WeaponMovementAfflictionClassUWeaponInstance
WeaponMovementFireModeUWeaponInstance
WeaponMovementFlagUWeaponInstance
WeaponMovementVelocityUWeaponInstance
WeaponNameUWeaponInstance
WeaponReloadAnimation1PUWeaponInstance
WeaponReloadAnimation1PEndUWeaponInstance
WeaponReloadAnimation1PStartUWeaponInstance
WeaponReloadAnimation3PUWeaponInstance
WeaponSkinUWeaponInstance
WeaponSkinParticleUWeaponInstance
WeaponStateUWeaponInstance
WeaponToggleEventUWeaponInstance