Activate(bool bReset=false) override | UWeaponInstance | virtual |
ActiveSpawnableEvent | UWeaponInstanceSpawnableVehicle | |
ActiveTime | UWeaponInstance | |
ActiveTimeComplete() | UWeaponInstance | virtual |
AddAmmo(float InAmmo) | UWeaponInstance | virtual |
AimAssistDistanceFalloffCurve | UWeaponInstance | |
AimAssistFalloffAngle | UWeaponInstance | |
AmmoConsumedPerShot | UWeaponInstance | |
AmmoCounterSocket | UWeaponInstance | |
AmmoCounterWidget | UWeaponInstance | |
AnimationClass1P | UWeaponInstance | |
AnimationClass3P | UWeaponInstance | |
ApplyWeaponSkins() | UWeaponInstance | virtual |
AsyncLoadImpactTableDecal(TSoftObjectPtr< UMaterial > AssetPointer, UPhysicalMaterial *Material) | UWeaponInstance | virtual |
AsyncLoadImpactTableNiagaraParticle(TSoftObjectPtr< UNiagaraSystem > AssetPointer, UPhysicalMaterial *Material) | UWeaponInstance | virtual |
AsyncLoadImpactTableParticle(TSoftObjectPtr< UParticleSystem > AssetPointer, UPhysicalMaterial *Material) | UWeaponInstance | virtual |
AsyncLoadImpactTableSound(TSoftObjectPtr< USoundBase > AssetPointer, UPhysicalMaterial *Material) | UWeaponInstance | virtual |
Attachments | UWeaponInstance | |
AutoFireClipShotsPerSec | UWeaponInstance | |
bAltFireOnEquip | UWeaponInstance | |
bAppliesUltimateDamageMultiplier | UWeaponInstance | |
BaseDamage | UWeaponInstance | |
BaseDamageType | UWeaponInstance | |
bAwaitingUnEquip | UWeaponInstance | |
bBlocksUnmanagedWeapons | UWeaponInstance | |
bBlockWeaponComponentWhileEquipped | UWeaponInstance | |
bBreakAfterDashing | UWeaponInstance | |
bCanBePreviousWeapon | UWeaponInstance | |
bCancelCurrentEquippedWeaponActions | UWeaponInstance | |
bCanEquipWhenEmpty | UWeaponInstance | |
bCanEquipWhileSharedWeaponIsEquipping | UWeaponInstance | |
bCanEquipWhileSharedWeaponIsUnequipping | UWeaponInstance | |
bCanHoldBreathWhileADSing | UWeaponInstance | |
bCanQuickSwitchTo | UWeaponInstance | |
bCanTightAim | UWeaponInstance | |
bCanUnequipWhileOverheating | UWeaponInstance | |
bCanWeaponOverheat | UWeaponInstance | |
bCharging | UWeaponInstance | |
bConsumeOnFire | UWeaponInstance | |
bDebug | UWeaponInstance | |
bDesignatorRequiresTarget | UWeaponInstance | |
bDisabledVehicle | UWeaponInstanceSpawnableVehicle | protected |
bDropWeaponWhenEmpty | UWeaponInstance | |
BeginPlay() override | UWeaponInstance | virtual |
bEnableWeaponMovement | UWeaponInstance | |
bExclusiveWeapon | UWeaponInstance | |
bFallBackToFireAnim | UWeaponInstance | |
bFireChargeOnRelease | UWeaponInstance | |
bFireOnEquip | UWeaponInstance | |
bFireValidated | UWeaponInstanceSpawnableVehicle | protected |
bGlobalAmmo | UWeaponInstance | |
bHasSwayOnTightAim | UWeaponInstance | |
bHeldToCharge | UWeaponInstance | |
bHoldingFire | UWeaponInstance | |
bInfiniteReserveAmmo | UWeaponInstance | |
bInitialized | UWeaponInstance | |
bInterpolateToUnmanagedOffset | UWeaponInstance | |
bIsChildWeapon | UWeaponInstance | |
bIsManagedByWeaponComponent | UWeaponInstance | |
bIsOverheating | UWeaponInstance | |
BlocksUnmanagedWeapons() const | UWeaponInstance | inlinevirtual |
BlocksWeaponComponentWhileEquipped() const | UWeaponInstance | inlinevirtual |
bLooksTowardsDashMovement | UWeaponInstance | |
bPersonalVehicle | UWeaponInstanceSpawnableVehicle | protected |
bPlayFireAnimationImmediately | UWeaponInstance | |
bPlaySingleSoundForBursts | UWeaponInstance | |
bProgressiveRestock | UWeaponInstance | |
bReloadWhenEmptied | UWeaponInstance | |
bResetAmmoOnSpawn | UWeaponInstance | |
bRespectWeaponComponentFireLock | UWeaponInstance | |
BroadcastWeaponError(EWeaponError Error) const | UWeaponInstance | |
bStartLoopingSoundOnFirstShotLocal | UWeaponInstance | |
bStartLoopingSoundOnFirstShotRemote | UWeaponInstance | |
bSyncLoopingSoundToFireRate | UWeaponInstance | |
bTightAiming | UWeaponInstance | |
bTightAimInterruptsReload | UWeaponInstance | |
bUnEquipAfterFire | UWeaponInstance | |
bUnEquipOnEmpty | UWeaponInstance | |
bUnequipsOnToggle | UWeaponInstance | |
bUsesAmmo | UWeaponInstance | |
bUsesCoolDown | UWeaponInstance | |
bValidDesignator | UWeaponInstance | |
CanBePreviousWeapon() const | UWeaponInstance | inline |
CancelFire() | UWeaponInstance | virtual |
CancelQueuedUnEquip() | UWeaponInstance | virtual |
CancelReload() | UWeaponInstance | virtual |
CancelsCurrentEquippedWeaponActionsWhenEquipped() const | UWeaponInstance | inlinevirtual |
CanEquip() const override | UWeaponInstanceSpawnableVehicle | virtual |
CanFire(EWeaponError &ErrorMessage, uint8 Mode) const override | UWeaponInstanceSpawnableVehicle | virtual |
CanHoldBreathWhileADSing() const | UWeaponInstance | inline |
CanQueueUnEquip() const | UWeaponInstance | virtual |
CanQuickSwitchTo() const | UWeaponInstance | inline |
CanReload(EWeaponError &ErrorMessage) const override | UWeaponInstanceSpawnableVehicle | virtual |
CanSpawnDesignator() const | UWeaponInstance | virtual |
CanTightAim() const | UWeaponInstance | inline |
CanUnEquip(bool bTestOnly=false) const | UWeaponInstance | virtual |
CanWeaponOverheat() const | UWeaponInstance | inline |
ChargeFinishedEvent | UWeaponInstance | |
ChargeRate | UWeaponInstance | |
ChargeStart(uint8 Mode, float StartOverride=0.0f) | UWeaponInstance | virtual |
ChargeStartEvent | UWeaponInstance | |
ChargeTimeComplete(uint8 Mode, bool bExecuteFire=true) | UWeaponInstance | virtual |
ChargeValue | UWeaponInstance | |
ChildWeapon | UWeaponInstance | |
ChildWeaponClass | UWeaponInstance | |
ChildWeaponFireMode | UWeaponInstance | |
Client_Reliable_BroadcastWeaponError(EWeaponError Error) const | UWeaponInstance | |
Client_Reliable_HeatCooldownComplete(uint8 Mode) | UWeaponInstance | |
Client_Reliable_ReloadComplete(float ReloadAmount) | UWeaponInstance | |
Client_Reliable_SetMagazineAmmo(float NewMagAmmo) | UWeaponInstance | |
Client_Reliable_TotalAmmoChanged(float NewTotalAmmo) | UWeaponInstance | |
ConsumeAmmo(float Amount, uint8 Mode=0) | UWeaponInstance | virtual |
CoolDown | UWeaponInstance | |
CoolDownDurationRemaining() const | UWeaponInstance | |
CoolDownFinished() | UWeaponInstance | virtual |
CoolDownStart(uint8 Mode) | UWeaponInstance | virtual |
CoolDownTriggerState | UWeaponInstance | |
DamageForce | UWeaponInstance | |
DamageMultipliers | UWeaponInstance | |
DamageScalingCurve | UWeaponInstance | |
Deactivate() override | UWeaponInstance | virtual |
DeathDelegate | UWeaponInstanceSpawnableVehicle | protected |
DeathTimer | UWeaponInstanceSpawnableVehicle | protected |
DecayFireRate() | UWeaponInstance | virtual |
DeferredReload() | UWeaponInstance | virtual |
DeployableForwardOffset | UWeaponInstanceSpawnableVehicle | protected |
DeployDistanceLeniency | UWeaponInstanceSpawnableVehicle | protected |
DesignatorMarker | UWeaponInstance | |
DesignatorMarkerClass | UWeaponInstance | |
DesignatorTeamView | UWeaponInstance | |
DestroyVehicle(AProjectXVehicle *PreviousVehicle) | UWeaponInstanceSpawnableVehicle | protected |
DisplayFocalDistance | UWeaponInstance | |
DisplayMesh1P | UWeaponInstance | |
DisplayMesh3P | UWeaponInstance | |
DisplayScale | UWeaponInstanceSpawnableVehicle | protected |
DisplaySocketName | UWeaponInstance | |
DoesWeaponSupportTightAiming() const | UWeaponInstance | inline |
EndPlay(const EEndPlayReason::Type EndPlayReason) override | UWeaponInstance | virtual |
Equip() | UWeaponInstance | virtual |
EquipComplete() | UWeaponInstance | virtual |
EquippedAffliction | UWeaponInstance | |
EquipRate | UWeaponInstance | |
Fire(uint8 Mode, float WorldTimeOverride) override | UWeaponInstanceSpawnableVehicle | virtual |
FireAnimation1P | UWeaponInstance | |
FireAnimation3P | UWeaponInstance | |
FireAnimsPerWeapon1P | UWeaponInstance | |
FireAnimsPerWeapon3P | UWeaponInstance | |
FireAutoLoopSound | UWeaponInstance | |
FireAutoLoopTail | UWeaponInstance | |
FireAutoSound | UWeaponInstance | |
FireComplete(uint8 Mode) override | UWeaponInstanceSpawnableVehicle | virtual |
FireCounter | UWeaponInstance | |
FireModeFlags | UWeaponInstance | |
FireRate | UWeaponInstance | |
FireRateMin | UWeaponInstance | |
FireRateRampUp | UWeaponInstance | |
FireReleased(uint8 Mode=0) | UWeaponInstance | virtual |
FireSingleSound | UWeaponInstance | |
GenerateHeat(uint8 Mode=0) | UWeaponInstance | virtual |
Get3rdPersonDisplayMeshFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetAllImpactEffectRows(class UDataTable *DataTable, TArray< struct FImpactTableRow * > &ImpactEffectRows) | UWeaponInstance | static |
GetChargeValue() const | UWeaponInstance | inline |
GetCoolDownDuration() const | UWeaponInstance | inline |
GetCurrentHeat() const | UWeaponInstance | |
GetDamage(const FHitResult &HitResult, float DamageModifer=1.0f, const UWeaponComponent *WeaponComponent=NULL) const | UWeaponInstance | virtual |
GetDamageForce() const | UWeaponInstance | inline |
GetDamageMaterialMultiplier(const FHitResult &HitResult) const | UWeaponInstance | virtual |
GetDamageMultiplier(const FHitResult &HitResult, float DamageModifer=1.0f, const UWeaponComponent *WeaponComponent=NULL) const | UWeaponInstance | virtual |
GetDamageScalingMultiplier(float Value) const | UWeaponInstance | |
GetDamageType() const | UWeaponInstance | virtual |
GetDesignatorTransform() | UWeaponInstance | |
GetDisplayCameraFocalDistance() const | UWeaponInstance | inline |
GetDisplayDamage() const | UWeaponInstance | inlinevirtual |
GetDisplayFireRate() const | UWeaponInstance | inline |
GetDisplayScale() const | UWeaponInstanceSpawnableVehicle | inline |
GetDisplaySocketName() const | UWeaponInstance | inline |
GetFireMontage1P() const | UWeaponInstance | |
GetFireMontage3P() const | UWeaponInstance | |
GetFireRate() const | UWeaponInstance | inline |
GetFireRatePercentage() const | UWeaponInstance | inline |
GetFireType() const | UWeaponInstance | inline |
GetGlobalAmmoComponent() const | UWeaponInstance | |
GetGlobalRestockAmount() const | UWeaponInstance | virtual |
GetGlobalRestockAmountFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetGlobalRestockTime() const | UWeaponInstance | virtual |
GetGlobalRestockTimeFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetHeatAsPercentage() const | UWeaponInstance | |
GetHUD() const | UWeaponInstance | |
GetImpactEffectByName(class UDataTable *DataTable, FName RowName) | UWeaponInstance | static |
GetImpactEffectByPhysicsMaterial(class UDataTable *DataTable, const UPhysicalMaterial *Material) | UWeaponInstance | static |
GetKeyChainScale() const | UWeaponInstance | inline |
GetKeyChainScaleStatic(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetKeyChainSocket() const | UWeaponInstance | inline |
GetMagAmmo() const | UWeaponInstance | virtual |
GetMagCapacityFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetMaxMagAmmo() const | UWeaponInstance | |
GetMaxReserveAmmo() const | UWeaponInstance | inline |
GetMesh1P() const | UWeaponInstance | |
GetMesh3P() const | UWeaponInstance | |
GetMeshAttachments() | UWeaponInstance | inline |
GetMovementSpreadModifier() const | UWeaponInstance | virtual |
GetObjectDescription() const | UWeaponInstance | inlinevirtual |
GetObjectName() const | UWeaponInstance | inlinevirtual |
GetOverheatThreshold() const | UWeaponInstance | inline |
GetOwnerName() const | UWeaponInstance | virtual |
GetOwningCharacter() const | UWeaponInstance | |
GetOwningComponent() const | UWeaponInstance | |
GetOwningController() const | UWeaponInstance | |
GetOwningPlayerController() const | UWeaponInstance | virtual |
GetPerkSlots() const | UWeaponInstance | inline |
GetReserveAmmo() const | UWeaponInstance | inline |
GetReticle() const | UWeaponInstance | |
GetReticleSpreadMultiplier() const | UWeaponInstance | inlinevirtual |
GetSocket1P() const | UWeaponInstance | inline |
GetSocket3P() const | UWeaponInstance | inline |
GetSpawnTransform(FTransform &SpawnTransform) | UWeaponInstanceSpawnableVehicle | |
GetSwayIntensityMultiplier() const | UWeaponInstance | inline |
GetTargetTransform(FTransform &Transform) const | UWeaponInstance | virtual |
GetTightAimPercent() const | UWeaponInstance | virtual |
GetTightAimSpreadModifier() const | UWeaponInstance | inline |
GetTightAimWidget() const | UWeaponInstance | inline |
GetVehicle() const | UWeaponInstanceSpawnableVehicle | inline |
GetVehicleClass() const | UWeaponInstanceSpawnableVehicle | inline |
GetWeaponAffliction() const | UWeaponInstance | inline |
GetWeaponDescription() const | UWeaponInstance | inline |
GetWeaponDescriptionFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetWeaponIcon() const | UWeaponInstance | inline |
GetWeaponIconFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetWeaponID() const | UWeaponInstance | inline |
GetWeaponIDFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | static |
GetWeaponKeyChainSocket(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetWeaponKillFeedIcon() const | UWeaponInstance | inline |
GetWeaponKillFeedIconFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetWeaponMovementAfflictionClass() const | UWeaponInstance | inline |
GetWeaponMovementDirection() const | UWeaponInstance | virtual |
GetWeaponMovementFlag() const | UWeaponInstance | inline |
GetWeaponMovementVelocity() const | UWeaponInstance | inline |
GetWeaponName() const | UWeaponInstance | inline |
GetWeaponNameFromClass(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
GetWeaponPivotOffset() const | UWeaponInstance | |
GetWeaponSkinParticle() const | UWeaponInstance | inline |
GetWeaponSpread() const | UWeaponInstance | virtual |
GetWeaponState() const | UWeaponInstance | inline |
GlobalAmmoRestockMultiplier | UWeaponInstance | |
HasEnoughAmmo(float Amount, uint8 Mode=0) const | UWeaponInstance | virtual |
HasInfiniteReserveAmmo() const | UWeaponInstance | |
HasSwayOnTightAim() const | UWeaponInstance | inline |
HeatDissipationRate | UWeaponInstance | |
HeatGeneratedPerShot | UWeaponInstance | |
ImplementsFireMode(uint8 Mode) | UWeaponInstance | virtual |
InitializeWeapon(bool bFromBatchInitialization=false) | UWeaponInstance | virtual |
IsActionNearlyComplete(EWeaponState State) const | UWeaponInstance | virtual |
IsAlmostReady() const | UWeaponInstance | inline |
IsAuthority() const | UWeaponInstance | virtual |
IsAutomatic() const | UWeaponInstance | inline |
IsAwaitingUnEquip() const | UWeaponInstance | virtual |
IsCharged() const | UWeaponInstance | inline |
IsChildWeapon() const | UWeaponInstance | inline |
IsChildWeaponFireMode(uint8 Mode) const | UWeaponInstance | virtual |
IsCoolingDown() const | UWeaponInstance | |
IsCurrentViewTarget() const | UWeaponInstance | |
IsDebugging() const | UWeaponInstance | inline |
IsDown() const | UWeaponInstance | inline |
IsEquipped() const | UWeaponInstance | inline |
IsEquipping() const | UWeaponInstance | inline |
IsExclusiveWeapon() const | UWeaponInstance | inline |
IsFiring() const | UWeaponInstance | inline |
IsHeadshot(const FHitResult &HitResult) const | UWeaponInstance | virtual |
IsHeadshotStatic(const FHitResult &HitResult, const TSubclassOf< UDamageType > DamageType) | UWeaponInstance | static |
IsHoldingPrimary() const | UWeaponInstance | inline |
IsInitialized() const | UWeaponInstance | inline |
IsLocallyOwned() const | UWeaponInstance | virtual |
IsLocallyOwnedRemote() const | UWeaponInstance | virtual |
IsManagedByWeaponComponent() const | UWeaponInstance | inlinevirtual |
IsNonOwningAuthority() const | UWeaponInstance | virtual |
IsOverheated() const | UWeaponInstance | inline |
IsPersonalVehicle() const | UWeaponInstanceSpawnableVehicle | inline |
IsProgressiveGlobalAmmoRestock() const | UWeaponInstance | virtual |
IsReady() const | UWeaponInstance | inline |
IsReloading() const | UWeaponInstance | inline |
IsSemiAutomatic() const | UWeaponInstance | inline |
IsSimulatedOnly() const | UWeaponInstance | virtual |
IsTightAimFireMode(uint8 Mode) const | UWeaponInstance | virtual |
IsTightAiming() const | UWeaponInstance | inline |
IsUnEquipping() const | UWeaponInstance | inline |
IsWaitingToUnEquip() const | UWeaponInstance | inline |
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 | |
KeyChainScale | UWeaponInstance | |
KeyChainSocketName | UWeaponInstance | |
LeaveVehicle(bool bHold, float Duration) | UWeaponInstanceSpawnableVehicle | protected |
LoadImpactEffectTable(UDataTable *ImpactTable) | UWeaponInstance | virtual |
MagazineAmmo | UWeaponInstance | |
MatchEnded() override | UWeaponInstance | virtual |
MatchStarted() | IReactsToMatchEvents | virtual |
MaxInstances | UWeaponInstanceSpawnableVehicle | protected |
MaxMagazineAmmo | UWeaponInstance | |
MaxTotalAmmo | UWeaponInstance | |
MaxWeaponMovementDuration | UWeaponInstance | |
Mesh1PScale | UWeaponInstance | |
Mesh1PScaleMultiplier | UWeaponInstance | |
Mesh3PScale | UWeaponInstance | |
MinimumChargeValue | UWeaponInstance | |
Multicast_ChargeFinished(float ChargeVal) | UWeaponInstance | |
OnChargeValueUpdated(float Charge) | UWeaponInstance | |
OnCoolDownFinished | UWeaponInstance | |
OnCoolDownStarted | UWeaponInstance | |
OnDriverDied(AActor *Victim, const float Damage, struct FDamageEvent const &DamageEvent, const class AController *EventInstigator, const class AActor *DamageCauser, const class APlayerState *InstigatorPlayerState) | UWeaponInstanceSpawnableVehicle | protected |
OnExitedVehicle(AProjectXVehicle *PreviousVehicle, AProjectXCharacter *OldDriver) | UWeaponInstanceSpawnableVehicle | protected |
OnHeatCoolDownComplete() | UWeaponInstance | virtual |
OnMatchEnded() | IReactsToMatchEvents | |
OnMatchStarted() | IReactsToMatchEvents | |
OnRep_ChargeIsReady() | UWeaponInstance | |
OnRep_FireCounter() | UWeaponInstance | virtual |
OnRep_HoldingFire() | UWeaponInstance | |
OnRep_IsOverheating() | UWeaponInstance | |
OnRep_ParentWeapon() | UWeaponInstance | |
OnRep_TightAiming() | UWeaponInstance | virtual |
OnRep_Vehicle() | UWeaponInstanceSpawnableVehicle | protectedvirtual |
OnRep_WeaponState(EWeaponState PreviousState) | UWeaponInstance | virtual |
OnValidDesignatorTargetEvent | UWeaponInstance | |
OnVehicleDestroyed() | UWeaponInstanceSpawnableVehicle | protectedvirtual |
OnWeaponAmmoChanged | UWeaponInstance | |
OnWeaponDown() | UWeaponInstance | inlinevirtual |
OnWeaponEquipped | UWeaponInstance | |
ONWeaponOverheatEnd | UWeaponInstance | |
ONWeaponOverheatStart | UWeaponInstance | |
OnWeaponParticleLoaded(UParticleSystem *Particle) | UWeaponInstance | |
OnWeaponStopActions | UWeaponInstance | |
OverheatThreshold | UWeaponInstance | |
OwnerDied() | UWeaponInstance | virtual |
OwningCharacter | UWeaponInstance | |
OwningComponent | UWeaponInstance | |
ParentWeapon | UWeaponInstance | |
PerkSlots | UWeaponInstance | |
PlayFireCounter() | UWeaponInstance | virtual |
PlayWeaponEquip() | UWeaponInstance | virtual |
PlayWeaponFireEffects(uint8 BurstCounter=0) | UWeaponInstance | virtual |
PlayWeaponFireEffects1P() | UWeaponInstance | virtual |
PlayWeaponFireEffects3P() | UWeaponInstance | virtual |
PlayWeaponReload() | UWeaponInstance | virtual |
PlayWeaponUnEquip() | UWeaponInstance | virtual |
PredictCurrentHeat() | UWeaponInstance | virtual |
QueueUnEquip() | UWeaponInstance | virtual |
RelativePositionOffset | UWeaponInstance | |
RelativeRotationOffset | UWeaponInstance | |
Reload(float WorldTimeOverride=-1.f) | UWeaponInstance | virtual |
ReloadAnimation1P | UWeaponInstance | |
ReloadAnimation1PEnd | UWeaponInstance | |
ReloadAnimation1PStart | UWeaponInstance | |
ReloadAnimation3P | UWeaponInstance | |
ReloadComplete() | UWeaponInstance | virtual |
ReloadRate | UWeaponInstance | |
ReloadType | UWeaponInstance | |
RestockAmount | UWeaponInstance | |
RestockTime | UWeaponInstance | |
ReticleSpreadMultiplier | UWeaponInstance | |
ReticleWidget | UWeaponInstance | |
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_Toggle_SpawnActor(const FTransform &DeployTransform, bool OverrideValidation=false) | UWeaponInstanceSpawnableVehicle | |
SetDisableVehicle(const bool bInDisableVehicle) | UWeaponInstanceSpawnableVehicle | |
SetFireAnimMontage(UAnimMontage *NewFireAnimation1P, UAnimMontage *NewFireAnimation3P) | UWeaponInstance | inline |
SetMagazineAmmo(float NewMagAmmo) | UWeaponInstance | virtual |
SetMaxMagazineAmmo(float NewMaxAmmo) | UWeaponInstance | virtual |
SetupChildWeapon(UWeaponInstance *ParentWeaponToSet) | UWeaponInstance | virtual |
SetWeaponState(EWeaponState NewState) | UWeaponInstance | virtual |
ShouldDisplayHitConfirm(AActor *Target, AActor *Instigator) | UWeaponInstance | static |
ShouldReloadCancel(uint8 Mode) const | UWeaponInstance | virtual |
ShouldUnEquipAfterFire() const | UWeaponInstance | inline |
ShouldUnEquipOnEmpty() const | UWeaponInstance | inline |
ShouldUnequipOnToggle() const | UWeaponInstance | inline |
SocketAttach1P | UWeaponInstance | |
SocketAttach3P | UWeaponInstance | |
SpawnImpactEffects(UObject *WorldContextObject, class UDataTable *DataTable, const FHitResult &Hit, class UParticleSystemComponent *&ParticleSystem, class UAudioComponent *&AudioComponent, class UDecalComponent *&DecalComponent, UNiagaraComponent *&NiagaraParticleSystem) | UWeaponInstance | static |
StartHeatCooldown() | UWeaponInstance | virtual |
StartWeaponMovement(const FVector &Direction) | UWeaponInstance | virtual |
StaticGetNumberOfPerksSlots(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
StaticGetPerkSlots(TSubclassOf< UWeaponInstance > Class) | UWeaponInstance | inlinestatic |
StopAllActions() | UWeaponInstance | virtual |
StopInputConstrainedActions() | UWeaponInstance | virtual |
StopWeaponMovement() | UWeaponInstance | virtual |
StopWeaponReload() | UWeaponInstance | virtual |
SwapWeaponIn1P | UWeaponInstance | |
SwapWeaponIn3P | UWeaponInstance | |
SwapWeaponOut1P | UWeaponInstance | |
SwapWeaponOut3P | UWeaponInstance | |
SwayIntensityMultiplier | UWeaponInstance | |
TightAimedAimAssistDistanceFalloffCurve | UWeaponInstance | |
TightAimedAimAssistFalloffAngle | UWeaponInstance | |
TightAimFireAnimation1P | UWeaponInstance | |
TightAimFireAnimation3P | UWeaponInstance | |
TightAimFireMode | UWeaponInstance | |
TightAimFocalDistance | UWeaponInstance | |
TightAimFOV | UWeaponInstance | |
TightAimFStop | UWeaponInstance | |
TightAimRate | UWeaponInstance | |
TightAimRelativeWeaponOffset | UWeaponInstance | |
TightAimRelativeWeaponRotationOffset | UWeaponInstance | |
TightAimReticleTexture | UWeaponInstance | |
TightAimReticleTextureScale | UWeaponInstance | |
TightAimReticleTextureTint | UWeaponInstance | |
TightAimSpreadModifier | UWeaponInstance | |
TightAimWidget | UWeaponInstance | |
TimeToFullyCoolDown | UWeaponInstance | |
ToggleDesignatorMarker(bool bEnable) | UWeaponInstance | virtual |
ToggleEquippedAffliction(bool bIsEquipped) | UWeaponInstance | virtual |
ToggleTightAim(bool bEnable) | UWeaponInstance | virtual |
ToggleWeaponPerks(bool bPerksOn) | UWeaponInstance | virtual |
TotalAmmo | UWeaponInstance | |
UnEquip(bool bForce=false) | UWeaponInstance | virtual |
UnEquipComplete() override | UWeaponInstanceSpawnableVehicle | virtual |
UnequipRate | UWeaponInstance | |
UnmanagedOffsetInterpolateFromTime | UWeaponInstance | |
UnmanagedOffsetInterpolateToTime | UWeaponInstance | |
UpdateDesignator(float DeltaTime=0.f) | UWeaponInstance | virtual |
UpdateMeshes1P() | UWeaponInstance | virtual |
UpdateMeshes3P() | UWeaponInstance | virtual |
UpdateOwningCharacter(AProjectXCharacter *NewCharacter) | UWeaponInstance | inlinevirtual |
UpdateWeaponSkin(UMaterialInstance *Material, int MaterialIndex) | UWeaponInstance | virtual |
UpdateWeaponSkinParticleSystem(UParticleSystem *WeaponSkinParticleSystem) | UWeaponInstance | virtual |
UsesAmmo() const | UWeaponInstance | inline |
UsesCoolDown() const | UWeaponInstance | inline |
UsesGlobalAmmo() const | UWeaponInstance | inline |
Vehicle | UWeaponInstanceSpawnableVehicle | protected |
VehicleClass | UWeaponInstanceSpawnableVehicle | protected |
VehicleDeathDelay | UWeaponInstanceSpawnableVehicle | protected |
VehicleDestroyed() | UWeaponInstanceSpawnableVehicle | protected |
WaitToStartHeatCooldown() | UWeaponInstance | virtual |
WeaponAffliction | UWeaponInstance | |
WeaponAnimationClass | UWeaponInstance | |
WeaponAnimationClass3P | UWeaponInstance | |
WeaponCancelledEvent | UWeaponInstance | |
WeaponDescription | UWeaponInstance | |
WeaponEquipAnimation | UWeaponInstance | |
WeaponEquippedTimestamp | UWeaponInstance | protected |
WeaponFireAnimation | UWeaponInstance | |
WeaponFireAnimation3P | UWeaponInstance | |
WeaponFireType | UWeaponInstance | |
WeaponIcon | UWeaponInstance | |
WeaponID | UWeaponInstance | |
WeaponKillFeedIcon | UWeaponInstance | |
WeaponMagEmptySound | UWeaponInstance | |
WeaponMeshRecoilCurve | UWeaponInstance | |
WeaponMeshRecoilDistance | UWeaponInstance | |
WeaponMeshRecoilDistanceTightAimed | UWeaponInstance | |
WeaponMeshRecoilTime | UWeaponInstance | |
WeaponMovementAfflictionClass | UWeaponInstance | |
WeaponMovementFireMode | UWeaponInstance | |
WeaponMovementFlag | UWeaponInstance | |
WeaponMovementVelocity | UWeaponInstance | |
WeaponName | UWeaponInstance | |
WeaponReloadAnimation1P | UWeaponInstance | |
WeaponReloadAnimation1PEnd | UWeaponInstance | |
WeaponReloadAnimation1PStart | UWeaponInstance | |
WeaponReloadAnimation3P | UWeaponInstance | |
WeaponSkin | UWeaponInstance | |
WeaponSkinParticle | UWeaponInstance | |
WeaponState | UWeaponInstance | |
WeaponToggleEvent | UWeaponInstance | |