Weaponry Assembly System
WAS
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level
1
2
]
C
AWeaponAssetActor
C
FAmmoTypeList
C
FAmmoTypeListItem
C
FAmmoTypeName
C
FAttributeOperator
C
FCallIndex
►
C
FDestructionStack
C
TElement
C
TElement< T, true >
C
FFunctionNodePropertyCustomization
C
FGameplayTagNode_DevComment_Tag
C
FIntegerPtr
C
FModificationArchitecture
C
FModificationDescription
Modification slot with data assets for each option
C
FModificationDescriptionCustomization
C
FModificationDescriptionSimple
Modification slot with name-description pairs for each option
C
FNameDescription
Text label and description pair for modifications
C
FNewNodeAction
C
FNumericHolder
Union type holding any numeric value with runtime type tracking
C
FPinValue
C
FPropertyHandleItemAddResult
C
FPropertyOverriderBase
C
FPropertyOverriderDouble
Blueprintable double property override with lazy evaluation
C
FPropertyOverriderInt
Blueprintable int32 property override with lazy evaluation
C
FSelectByModCustomization
C
FSetValueParms
C
FWASEditorModule
C
FWASRuntimeModule
C
FWASUncookedModule
C
FWeaponAssetAction
C
FWeaponAssetAppMode
C
FWeaponAssetEditorApp
C
FWeaponAssetEditorCommands
C
FWeaponAssetPrimaryTabFactory
C
FWeaponAssetPropertiesTabFactory
C
FWeaponCharacteristicsDetails
C
FWeaponExecutionContext
C
FWeaponInitializationData
Initial state for weapon component assembly
C
FWeaponIntSelectByMod
C
FWeaponModificationDescriptionCustomization
C
FWeaponModifications
C
FWeaponModificationsAppliedCustomization
C
FWeaponModificatorCustomization
C
FWeaponPinFactory
C
FWeaponPreviewScene
C
FWeaponPreviewSceneTabFactory
C
FWeaponRuntimeNodeKernel
Helper kernel for component node execution with static derived dispatch
C
FWeaponSettingsDescription
Weapon settings with per-slot modifications using data assets
C
FWeaponSystemSettingsDetails
C
FWeaponViewportClient
C
larger
C
largerAlign
C
Robber
C
SAmmoTypeEditBox
C
SListView
C
smaller
C
smallerMinRequirement
C
SmallestOption
C
SmallOptImpl
C
SmallOptImpl< RequiredBits, TupleOptions, I, false >
C
SmallOptImpl< RequiredBits, TupleOptions, I, true >
C
SWeaponGraphNumericPin
C
SWeaponPreviewViewport
C
TAttributeOperator
►
C
TPropertyOverrider
Templated property override with lazy-evaluated arithmetic operations
C
TOperator
C
type_identity
C
TypeList
C
UK2Node_IsCharacteristicsModificatorActive
C
UK2Node_SetCharacteristicsModificatorActive
C
UOperatorsHelperLibrary
Blueprint function library for property overrider access and manipulation
C
UWeaponAddNode
C
UWeaponArchitecture
C
UWeaponAsset
C
UWeaponAssetCharacteristics
C
UWeaponAssetCharacteristicsFactory
C
UWeaponAssetDefaultCharacteristics
C
UWeaponAssetFactory
C
UWeaponAssetLibrary
C
UWeaponAttachmentRuntimeNode
Attaches generated components to a parent socket.
C
UWeaponBoolRuntimeNode
Boolean literal node
C
UWeaponComponent
C
UWeaponComponentRuntimeNode
C
UWeaponComponentTagRuntimeNode
Node that applies a tag to a component object
C
UWeaponCustomFunctionRuntimeNode
C
UWeaponDivideNode
C
UWeaponDoubleRuntimeNode
Double literal node
C
UWeaponEndRuntimeNode
Base class for end-of-chain execution nodes
C
UWeaponEndRuntimeNodeOperator
C
UWeaponEndRuntimeNodeVisuals
C
UWeaponFloatRuntimeNode
Float literal node
C
UWeaponGraphEditor
C
UWeaponGraphNode
C
UWeaponGraphSchema
C
UWeaponIfRuntimeNode
Conditional branch node selecting between two execution paths based on boolean condition
C
UWeaponInt64RuntimeNode
Int64 literal node
C
UWeaponIntRuntimeNode
Int32 literal node
C
UWeaponLiteralClassNode
Literal class node that outputs a class reference.
C
UWeaponLiteralObjectNode
Literal object node that outputs an object reference
C
UWeaponMaterialInstanceDynamicNode
Creates a dynamic material instance from a base material
C
UWeaponMathRuntimeNode
Base class for binary arithmetic operations on numeric values
►
C
UWeaponMemberNode
C
FArgumentsContainer
C
UWeaponModAtSlotRuntimeNode
Reads modification index at specific architecture slot
C
UWeaponModificationsHelperLibrary
C
UWeaponMultiplyNode
C
UWeaponNiagaraRuntimeNode
Generates a Niagara component from a Niagara system asset
C
UWeaponNotNode
Logical NOT gate node
C
UWeaponNumericPropertyOverriderRuntimeNode
C
UWeaponNumericPropertyRuntimeNode
C
UWeaponObjectFunctionNode
C
UWeaponObjectPropertyNode
C
UWeaponPropertyRuntimeNode
C
UWeaponRuntimeGraph
C
UWeaponRuntimeNode
C
UWeaponRuntimeNode_Comment
C
UWeaponRuntimePin
C
UWeaponSelectBoolByMod
C
UWeaponSelectByMod
C
UWeaponSelectClassByMod
C
UWeaponSelectDoubleByMod
C
UWeaponSelectEnumRuntimeNode
Selects an input based on enum index
C
UWeaponSelectIntByMod
C
UWeaponSelectObjectByMod
C
UWeaponSetMaterialNode
Node that assigns a material to a primitive component slot
C
UWeaponSettingsDescriptionFunctionLibrary
Blueprint function library for weapon settings and modification descriptions
C
UWeaponSkeletalMeshRuntimeNode
Generates a skeletal mesh component from a loaded skeletal mesh
C
UWeaponStaticMeshRuntimeNode
Generates a static mesh component from a static mesh asset
C
UWeaponStructPropertyNode
C
UWeaponSubtractNode
C
UWeaponSystemSettings
C
UWeaponUint8RuntimeNode
Uint8/Byte literal node
C
UWeaponValueRuntimeNode
Base class for numeric literal value nodes
C
WASEditor
C
WASRuntime
C
WASUncooked
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1.11.0