LEAP Documentation 40220
Documentation for the LEAP project
UWeaponInstanceProjectile Class Reference

#include <WeaponInstanceProjectile.h>

Inheritance diagram for UWeaponInstanceProjectile:
UWeaponInstanceRanged UWeaponInstance IReactsToMatchEvents IObjectInfoInterface UChildWeaponInstanceShotgunMortar UWeaponInstanceVehicle

Public Member Functions

void BeginPlay ()
 
virtual TSubclassOf< class UDamageType > GetDamageType () const override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
float GetProjectileSpeed () const
 
FORCEINLINE AActor * GetHomingTarget () const
 
FORCEINLINE bool GetShouldProjectilesNotifyTarget () const
 
FORCEINLINE float GetTimeBeforeNotifyingHomingTargetLost () const
 
FORCEINLINE AActor * GetAimTarget () const
 
FORCEINLINE float GetProjectileMagnetismFalloff () const
 
FORCEINLINE float GetLockOnStrength () const
 
bool CanLockOn () const
 
float CalculateMagnetismFalloff ()
 
float GetWeaponMagnetismConeSize () const
 
bool IsWeaponMagnetismEnabled ()
 
TSubclassOf< AActor > GetProjectileClass () const
 
virtual void InitializeWeapon (bool bFromBatchInitialization=false) override
 
virtual float GetDisplayDamage () const override
 
virtual void PrimaryFire (uint8 RemainingBurstCount) override
 
virtual bool Equip () override
 
virtual bool UnEquip (bool bForce=false) override
 
virtual float GetProjectileDamageModifier ()
 
virtual void StopAllActions () override
 
bool GetProjectileTransform (FTransform &Transform, FTransform &CosmeticTransform)
 
- Public Member Functions inherited from UWeaponInstanceRanged
virtual void BeginPlay () override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual bool CanFire (EWeaponError &ErrorMessage, uint8 Mode) const override
 
virtual bool Fire (uint8 Mode, float WorldTimeOverride) override
 
virtual void FireComplete (uint8 Mode=0) override
 
virtual void PrimaryFire (uint8 RemainingBurstCount)
 
virtual float GetDamage (const FHitResult &HitResult, float DamgeModifier, const UWeaponComponent *WeaponComponent=NULL) const override
 
virtual bool IsHeadshot (const FHitResult &HitResult) const override
 
virtual float GetMovementSpreadModifier () const override
 
virtual float GetReticleSpreadMultiplier () const override
 
virtual float GetWeaponSpread () const override
 
- Public Member Functions inherited from UWeaponInstance
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
 

Public Attributes

TSubclassOf< AActor > ProjectileClass = NULL
 
float ProjectileSpeed = 10000.f
 
int32 ProjectileCount = 1
 
FName ClientProjectileTransformSocket = FName("Muzzle")
 
bool bUnmanagedSearchProjectileSocketOnWeapon = false
 
TArray< TWeakObjectPtr< AProjectile > > ProjectileList
 
- Public Attributes inherited from UWeaponInstanceRanged
UCurveFloat * DamageFalloffCurve = NULL
 
bool bBurstFire = false
 
uint8 BurstCount = 3
 
float BurstRate = 0.1f
 
- Public Attributes inherited from UWeaponInstance
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 Member Functions

virtual TArray< AActor * > GetIgnoredActors ()
 
virtual void FireProjectiles ()
 
TArray< TWeakObjectPtr< AProjectile > > SpawnProjectiles (UClass *Class, const FTransform &Transform, const FTransform &CosmeticTransform)
 
virtual void PreSpawnClientProjectile (const uint8 ShotID, AProjectile *Projectile)
 
void Server_AuthenticateTicket (const TArray< int32 > &ProjectileIDs, TSubclassOf< AProjectile > UsedProjectileClass, const FVector_NetQuantize &Origin, AActor *PlayerAimTarget=nullptr, const float PlayerMagnetismFalloff=1.0f)
 
int32 GetProjectileID ()
 
virtual void ToggleTightAim (bool bEnable) override
 
virtual void ToggleLockOn (bool bEnable)
 
void Server_LockOn (AActor *Target)
 
void Server_SetTentativeLockOn (AActor *Target)
 
virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
virtual void TickTargetFinder (float DeltaTime)
 
virtual void TickTargetLockOn (float DeltaTime)
 
virtual void TickTargetMaintain (float DeltaTime)
 
virtual void UpdateLockOn (float DeltaStrength)
 
virtual void SetLockOn (AActor *Target)
 
virtual void SetTentativeLockOn (AActor *Target)
 
virtual bool IsValidLockOnTarget (AActor *Target) const
 
virtual void OnRep_LockOnTarget ()
 
virtual void OnRep_TentativeLockOnTarget ()
 
virtual void UpdateLockOnWidget (AActor *Target, TSubclassOf< UAdvancedWidgetComponent > WidgetComponentClass)
 
- Protected Member Functions inherited from UWeaponInstanceRanged
virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
virtual void PlayWeaponFireEffects (uint8 BurstCounter=0) override
 
virtual void PlayRecoil ()
 
virtual void UpdateSpread ()
 
virtual float GetCurrentSpread () const
 
virtual void ApplyConeSpread (FVector &Direction, float ProjectilePercent=0.0f) const
 
virtual void ApplySpreadPattern (FVector &Direction, int ProjectileNum=0) const
 
virtual void UpdateMovementSpread ()
 

Protected Attributes

bool bUseCharacterSpeed = false
 
EProjectileMagnetismType ProjectileMagnetismType = EProjectileMagnetismType::Always
 
FVector2D ProjectileMagnetismFalloffAngle = FVector2D(6.0f, 10.0f)
 
FVector2D ProjectileMagnetismFalloffAngleGamepad = FVector2D(6.0f, 10.0f)
 
FVector2D TightAimedProjectileMagnetismFalloffAngle = FVector2D(3.0f, 5.0f)
 
FVector2D TightAimedProjectileMagnetismFalloffAngleGamepad = FVector2D(3.0f, 5.0f)
 
UCurveFloat * ProjectileMagnetismDistanceFalloffCurve = nullptr
 
UCurveFloat * ProjectileMagnetismDistanceFalloffCurveGamepad = nullptr
 
UCurveFloat * TightAimedProjectileMagnetismDistanceFalloffCurve = nullptr
 
UCurveFloat * TightAimedProjectileMagnetismDistanceFalloffCurveGamepad = nullptr
 
ELockOnType LockOn = ELockOnType::NONE
 
bool bShouldProjectilesNotifyTarget = false
 
float TimeBeforeNotifyingHomingTargetLost = .3f
 
float LockOnRange = 10000.f
 
float LockOnRadius = 300.f
 
float LockOnTime = 1.f
 
float MinLockOnPercent = 0.75f
 
float MaxLockOnAngle = 30.f
 
bool bUsePlaneIntersectionForLock = false
 
float MinDotProduct
 
TSubclassOf< UAdvancedWidgetComponent > LockOnWidgetComponentClass = NULL
 
TWeakObjectPtr< UAdvancedWidgetComponent > LockOnWidgetComponent = NULL
 
TWeakObjectPtr< AActor > TentativeLockOnTarget = NULL
 
TWeakObjectPtr< AActor > LockOnTarget = NULL
 
TWeakObjectPtr< AActor > AimTarget = NULL
 
float MagnetismFalloff = 0.0f
 
TWeakObjectPtr< AActor > PreviousTarget = NULL
 
TWeakObjectPtr< AActor > PreviousTentativeTarget = NULL
 
float LockOnStrength = 0.f
 
FVector2D TightAimedProjectileMagnetismFalloffInRadians = FVector2D::ZeroVector
 
FVector2D ProjectileMagnetismFalloffInRadians = FVector2D::ZeroVector
 
FVector2D TightAimedProjectileMagnetismFalloffInRadiansGamepad = FVector2D::ZeroVector
 
FVector2D ProjectileMagnetismFalloffInRadiansGamepad = FVector2D::ZeroVector
 
float ProjectileAuthenticationMaxDistanceFromActorSquared = 500.0f * 500.0f
 
- Protected Attributes inherited from UWeaponInstanceRanged
uint8 FireValidationCount = 0
 
uint8 ValidationsPerFire = 1
 
uint32 SpreadInterpolationID = INDEX_NONE
 
bool bHasRecoil = false
 
FVector2D Recoil = FVector2D(0.05f, 0.05f)
 
float RecoilRate = 0.075f
 
TEnumAsByte< EEasingFunc::Type > RecoilEaseType
 
FVector2D TightAimRecoilModifier = FVector2D(1.f, 1.f)
 
float TightAimRecoilRateModifier = 1.f
 
float TightAimSpreadPerShotMultiplier = 1.0f
 
float TightAimSpreadDecayRateMultiplier = 1.0f
 
bool bHasSpread = false
 
bool bRandomSpread = true
 
bool bHasMovementBasedSpread = false
 
EMovementSpreadType MovementSpreadType = EMovementSpreadType::MoveTime
 
bool bApplyMovementSpreadWhenTightAiming = true
 
float MovementSpreadTightAimingMultiplier = 1.f
 
float MovementSpreadMultiplier = 1.2f
 
float TimeToReachMaxMovementSpreadMultiplier = 0.25f
 
float TimeToRecoveryFromMovementSpreadMultiplier = 0.25f
 
float CrouchConeSpreadMultiplier = 1.0f
 
UCurveFloat * VelocityBasedSpreadCurve = NULL
 
UWeaponSpreadDataAssetBakedSpreadConfigDataAsset = NULL
 
FVector2D SpreadRange = FVector2D(0.0f, 15.0f)
 
float SpreadPerShot = 0.1f
 
float SpreadDecayRate = 1.0f
 
float CurrentMovementSpreadModifier = 1.f
 
float MovementSpreadModifierOnStop = 1.f
 
FTimerHandle BurstTimer
 
- Protected Attributes inherited from UWeaponInstance
float WeaponEquippedTimestamp = 0.f
 

Friends

class UTurretComponent
 

Additional Inherited Members

- Static Public Member Functions inherited from UWeaponInstanceRanged
static void FormatTraceMultiHitResults (TArray< FHitResult > &HitResults, const UWeaponInstanceRanged *Weapon)
 
- Static Public Member Functions inherited from UWeaponInstance
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)
 

Detailed Description

A weapon instance that fires projectiles (server and client projectiles)

Member Function Documentation

◆ BeginPlay()

void UWeaponInstanceProjectile::BeginPlay ( )
virtual

Reimplemented from UWeaponInstanceRanged.

◆ CalculateMagnetismFalloff()

float UWeaponInstanceProjectile::CalculateMagnetismFalloff ( )

◆ CanLockOn()

bool UWeaponInstanceProjectile::CanLockOn ( ) const

◆ EndPlay()

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

Reimplemented from UWeaponInstanceRanged.

Reimplemented in UWeaponInstanceVehicle.

◆ Equip()

bool UWeaponInstanceProjectile::Equip ( )
overridevirtual

Reimplemented from UWeaponInstance.

Reimplemented in UWeaponInstanceVehicle.

◆ FireProjectiles()

void UWeaponInstanceProjectile::FireProjectiles ( )
protectedvirtual

◆ GetAimTarget()

FORCEINLINE AActor * UWeaponInstanceProjectile::GetAimTarget ( ) const
inline

◆ GetDamageType()

TSubclassOf< UDamageType > UWeaponInstanceProjectile::GetDamageType ( ) const
overridevirtual

Reimplemented from UWeaponInstance.

◆ GetDisplayDamage()

float UWeaponInstanceProjectile::GetDisplayDamage ( ) const
overridevirtual

Reimplemented from UWeaponInstance.

◆ GetHomingTarget()

FORCEINLINE AActor * UWeaponInstanceProjectile::GetHomingTarget ( ) const
inline

◆ GetIgnoredActors()

virtual TArray< AActor * > UWeaponInstanceProjectile::GetIgnoredActors ( )
inlineprotectedvirtual

Reimplemented in UWeaponInstanceVehicle.

◆ GetLockOnStrength()

FORCEINLINE float UWeaponInstanceProjectile::GetLockOnStrength ( ) const
inline

◆ GetProjectileClass()

TSubclassOf< AActor > UWeaponInstanceProjectile::GetProjectileClass ( ) const
inline

◆ GetProjectileDamageModifier()

float UWeaponInstanceProjectile::GetProjectileDamageModifier ( )
virtual

◆ GetProjectileID()

int32 UWeaponInstanceProjectile::GetProjectileID ( )
inlineprotected

◆ GetProjectileMagnetismFalloff()

FORCEINLINE float UWeaponInstanceProjectile::GetProjectileMagnetismFalloff ( ) const
inline

◆ GetProjectileSpeed()

float UWeaponInstanceProjectile::GetProjectileSpeed ( ) const

◆ GetProjectileTransform()

bool UWeaponInstanceProjectile::GetProjectileTransform ( FTransform &  Transform,
FTransform &  CosmeticTransform 
)

◆ GetShouldProjectilesNotifyTarget()

FORCEINLINE bool UWeaponInstanceProjectile::GetShouldProjectilesNotifyTarget ( ) const
inline

◆ GetTimeBeforeNotifyingHomingTargetLost()

FORCEINLINE float UWeaponInstanceProjectile::GetTimeBeforeNotifyingHomingTargetLost ( ) const
inline

◆ GetWeaponMagnetismConeSize()

float UWeaponInstanceProjectile::GetWeaponMagnetismConeSize ( ) const

◆ InitializeWeapon()

void UWeaponInstanceProjectile::InitializeWeapon ( bool  bFromBatchInitialization = false)
overridevirtual

Reimplemented from UWeaponInstance.

Reimplemented in UWeaponInstanceVehicle.

◆ IsValidLockOnTarget()

bool UWeaponInstanceProjectile::IsValidLockOnTarget ( AActor *  Target) const
protectedvirtual

◆ IsWeaponMagnetismEnabled()

bool UWeaponInstanceProjectile::IsWeaponMagnetismEnabled ( )

◆ OnRep_LockOnTarget()

void UWeaponInstanceProjectile::OnRep_LockOnTarget ( )
protectedvirtual

◆ OnRep_TentativeLockOnTarget()

void UWeaponInstanceProjectile::OnRep_TentativeLockOnTarget ( )
protectedvirtual

◆ PreSpawnClientProjectile()

void UWeaponInstanceProjectile::PreSpawnClientProjectile ( const uint8  ShotID,
AProjectile Projectile 
)
protectedvirtual

◆ PrimaryFire()

void UWeaponInstanceProjectile::PrimaryFire ( uint8  RemainingBurstCount)
overridevirtual

Reimplemented from UWeaponInstanceRanged.

◆ Server_AuthenticateTicket()

void UWeaponInstanceProjectile::Server_AuthenticateTicket ( const TArray< int32 > &  ProjectileIDs,
TSubclassOf< AProjectile UsedProjectileClass,
const FVector_NetQuantize &  Origin,
AActor *  PlayerAimTarget = nullptr,
const float  PlayerMagnetismFalloff = 1.0f 
)
protected

◆ Server_LockOn()

void UWeaponInstanceProjectile::Server_LockOn ( AActor *  Target)
protected

◆ Server_SetTentativeLockOn()

void UWeaponInstanceProjectile::Server_SetTentativeLockOn ( AActor *  Target)
protected

◆ SetLockOn()

void UWeaponInstanceProjectile::SetLockOn ( AActor *  Target)
protectedvirtual

◆ SetTentativeLockOn()

void UWeaponInstanceProjectile::SetTentativeLockOn ( AActor *  Target)
protectedvirtual

◆ SpawnProjectiles()

TArray< TWeakObjectPtr< AProjectile > > UWeaponInstanceProjectile::SpawnProjectiles ( UClass *  Class,
const FTransform &  Transform,
const FTransform &  CosmeticTransform 
)
protected

◆ StopAllActions()

void UWeaponInstanceProjectile::StopAllActions ( )
overridevirtual

Reimplemented from UWeaponInstance.

◆ TickComponent()

void UWeaponInstanceProjectile::TickComponent ( float  DeltaTime,
enum ELevelTick  TickType,
FActorComponentTickFunction *  ThisTickFunction 
)
overrideprotectedvirtual

Reimplemented from UWeaponInstanceRanged.

◆ TickTargetFinder()

void UWeaponInstanceProjectile::TickTargetFinder ( float  DeltaTime)
protectedvirtual

◆ TickTargetLockOn()

void UWeaponInstanceProjectile::TickTargetLockOn ( float  DeltaTime)
protectedvirtual

◆ TickTargetMaintain()

void UWeaponInstanceProjectile::TickTargetMaintain ( float  DeltaTime)
protectedvirtual

◆ ToggleLockOn()

void UWeaponInstanceProjectile::ToggleLockOn ( bool  bEnable)
protectedvirtual

◆ ToggleTightAim()

void UWeaponInstanceProjectile::ToggleTightAim ( bool  bEnable)
overrideprotectedvirtual

Reimplemented from UWeaponInstance.

◆ UnEquip()

bool UWeaponInstanceProjectile::UnEquip ( bool  bForce = false)
overridevirtual

Reimplemented from UWeaponInstance.

Reimplemented in UWeaponInstanceVehicle, and UChildWeaponInstanceShotgunMortar.

◆ UpdateLockOn()

void UWeaponInstanceProjectile::UpdateLockOn ( float  DeltaStrength)
protectedvirtual

◆ UpdateLockOnWidget()

void UWeaponInstanceProjectile::UpdateLockOnWidget ( AActor *  Target,
TSubclassOf< UAdvancedWidgetComponent >  WidgetComponentClass 
)
protectedvirtual

Friends And Related Function Documentation

◆ UTurretComponent

friend class UTurretComponent
friend

Member Data Documentation

◆ AimTarget

TWeakObjectPtr<AActor> UWeaponInstanceProjectile::AimTarget = NULL
protected

◆ bShouldProjectilesNotifyTarget

bool UWeaponInstanceProjectile::bShouldProjectilesNotifyTarget = false
protected

◆ bUnmanagedSearchProjectileSocketOnWeapon

bool UWeaponInstanceProjectile::bUnmanagedSearchProjectileSocketOnWeapon = false

◆ bUseCharacterSpeed

bool UWeaponInstanceProjectile::bUseCharacterSpeed = false
protected

◆ bUsePlaneIntersectionForLock

bool UWeaponInstanceProjectile::bUsePlaneIntersectionForLock = false
protected

◆ ClientProjectileTransformSocket

FName UWeaponInstanceProjectile::ClientProjectileTransformSocket = FName("Muzzle")

◆ LockOn

ELockOnType UWeaponInstanceProjectile::LockOn = ELockOnType::NONE
protected

◆ LockOnRadius

float UWeaponInstanceProjectile::LockOnRadius = 300.f
protected

◆ LockOnRange

float UWeaponInstanceProjectile::LockOnRange = 10000.f
protected

◆ LockOnStrength

float UWeaponInstanceProjectile::LockOnStrength = 0.f
protected

◆ LockOnTarget

TWeakObjectPtr<AActor> UWeaponInstanceProjectile::LockOnTarget = NULL
protected

◆ LockOnTime

float UWeaponInstanceProjectile::LockOnTime = 1.f
protected

◆ LockOnWidgetComponent

TWeakObjectPtr<UAdvancedWidgetComponent> UWeaponInstanceProjectile::LockOnWidgetComponent = NULL
protected

◆ LockOnWidgetComponentClass

TSubclassOf<UAdvancedWidgetComponent> UWeaponInstanceProjectile::LockOnWidgetComponentClass = NULL
protected

◆ MagnetismFalloff

float UWeaponInstanceProjectile::MagnetismFalloff = 0.0f
protected

◆ MaxLockOnAngle

float UWeaponInstanceProjectile::MaxLockOnAngle = 30.f
protected

◆ MinDotProduct

float UWeaponInstanceProjectile::MinDotProduct
protected

◆ MinLockOnPercent

float UWeaponInstanceProjectile::MinLockOnPercent = 0.75f
protected

◆ PreviousTarget

TWeakObjectPtr<AActor> UWeaponInstanceProjectile::PreviousTarget = NULL
protected

◆ PreviousTentativeTarget

TWeakObjectPtr<AActor> UWeaponInstanceProjectile::PreviousTentativeTarget = NULL
protected

◆ ProjectileAuthenticationMaxDistanceFromActorSquared

float UWeaponInstanceProjectile::ProjectileAuthenticationMaxDistanceFromActorSquared = 500.0f * 500.0f
protected

◆ ProjectileClass

TSubclassOf<AActor> UWeaponInstanceProjectile::ProjectileClass = NULL

◆ ProjectileCount

int32 UWeaponInstanceProjectile::ProjectileCount = 1

◆ ProjectileList

TArray<TWeakObjectPtr<AProjectile> > UWeaponInstanceProjectile::ProjectileList

◆ ProjectileMagnetismDistanceFalloffCurve

UCurveFloat* UWeaponInstanceProjectile::ProjectileMagnetismDistanceFalloffCurve = nullptr
protected

◆ ProjectileMagnetismDistanceFalloffCurveGamepad

UCurveFloat* UWeaponInstanceProjectile::ProjectileMagnetismDistanceFalloffCurveGamepad = nullptr
protected

◆ ProjectileMagnetismFalloffAngle

FVector2D UWeaponInstanceProjectile::ProjectileMagnetismFalloffAngle = FVector2D(6.0f, 10.0f)
protected

◆ ProjectileMagnetismFalloffAngleGamepad

FVector2D UWeaponInstanceProjectile::ProjectileMagnetismFalloffAngleGamepad = FVector2D(6.0f, 10.0f)
protected

◆ ProjectileMagnetismFalloffInRadians

FVector2D UWeaponInstanceProjectile::ProjectileMagnetismFalloffInRadians = FVector2D::ZeroVector
protected

◆ ProjectileMagnetismFalloffInRadiansGamepad

FVector2D UWeaponInstanceProjectile::ProjectileMagnetismFalloffInRadiansGamepad = FVector2D::ZeroVector
protected

◆ ProjectileMagnetismType

EProjectileMagnetismType UWeaponInstanceProjectile::ProjectileMagnetismType = EProjectileMagnetismType::Always
protected

◆ ProjectileSpeed

float UWeaponInstanceProjectile::ProjectileSpeed = 10000.f

◆ TentativeLockOnTarget

TWeakObjectPtr<AActor> UWeaponInstanceProjectile::TentativeLockOnTarget = NULL
protected

◆ TightAimedProjectileMagnetismDistanceFalloffCurve

UCurveFloat* UWeaponInstanceProjectile::TightAimedProjectileMagnetismDistanceFalloffCurve = nullptr
protected

◆ TightAimedProjectileMagnetismDistanceFalloffCurveGamepad

UCurveFloat* UWeaponInstanceProjectile::TightAimedProjectileMagnetismDistanceFalloffCurveGamepad = nullptr
protected

◆ TightAimedProjectileMagnetismFalloffAngle

FVector2D UWeaponInstanceProjectile::TightAimedProjectileMagnetismFalloffAngle = FVector2D(3.0f, 5.0f)
protected

◆ TightAimedProjectileMagnetismFalloffAngleGamepad

FVector2D UWeaponInstanceProjectile::TightAimedProjectileMagnetismFalloffAngleGamepad = FVector2D(3.0f, 5.0f)
protected

◆ TightAimedProjectileMagnetismFalloffInRadians

FVector2D UWeaponInstanceProjectile::TightAimedProjectileMagnetismFalloffInRadians = FVector2D::ZeroVector
protected

◆ TightAimedProjectileMagnetismFalloffInRadiansGamepad

FVector2D UWeaponInstanceProjectile::TightAimedProjectileMagnetismFalloffInRadiansGamepad = FVector2D::ZeroVector
protected

◆ TimeBeforeNotifyingHomingTargetLost

float UWeaponInstanceProjectile::TimeBeforeNotifyingHomingTargetLost = .3f
protected

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