#include <WeaponAssetActor.h>
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| virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
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| virtual void | OnConstruction (const FTransform &Transform) override |
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◆ AWeaponAssetActor()
| AWeaponAssetActor::AWeaponAssetActor |
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◆ Clear()
| void AWeaponAssetActor::Clear |
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| ) |
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◆ EndPlay()
| void AWeaponAssetActor::EndPlay |
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const EEndPlayReason::Type | EndPlayReason | ) |
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overrideprotectedvirtual |
◆ GetWeaponAssetComponent()
| FORCEINLINE TObjectPtr< class UWeaponComponent > AWeaponAssetActor::GetWeaponAssetComponent |
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const |
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inline |
◆ OnConstruction()
| void AWeaponAssetActor::OnConstruction |
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const FTransform & | Transform | ) |
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overrideprotectedvirtual |
◆ Refresh()
| void AWeaponAssetActor::Refresh |
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◆ bShowcase
| bool AWeaponAssetActor::bShowcase = true |
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protected |
◆ ModificationArchitecture
◆ TimeSpacing
| double AWeaponAssetActor::TimeSpacing = 2 |
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protected |
◆ WeaponAssetComponent