Weaponry Assembly System
WAS
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AWeaponAssetActor Class Reference

#include <WeaponAssetActor.h>

+ Inheritance diagram for AWeaponAssetActor:
+ Collaboration diagram for AWeaponAssetActor:

Public Member Functions

 AWeaponAssetActor ()
 
void Clear ()
 
FORCEINLINE TObjectPtr< class UWeaponComponentGetWeaponAssetComponent () const
 
void Refresh ()
 

Protected Member Functions

virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void OnConstruction (const FTransform &Transform) override
 

Protected Attributes

bool bShowcase = true
 
FModificationArchitecture ModificationArchitecture
 
double TimeSpacing = 2
 
TObjectPtr< class UWeaponComponentWeaponAssetComponent
 

Constructor & Destructor Documentation

◆ AWeaponAssetActor()

AWeaponAssetActor::AWeaponAssetActor ( )

Member Function Documentation

◆ Clear()

void AWeaponAssetActor::Clear ( )

◆ EndPlay()

void AWeaponAssetActor::EndPlay ( const EEndPlayReason::Type EndPlayReason)
overrideprotectedvirtual

◆ GetWeaponAssetComponent()

FORCEINLINE TObjectPtr< class UWeaponComponent > AWeaponAssetActor::GetWeaponAssetComponent ( ) const
inline

◆ OnConstruction()

void AWeaponAssetActor::OnConstruction ( const FTransform & Transform)
overrideprotectedvirtual

◆ Refresh()

void AWeaponAssetActor::Refresh ( )

Member Data Documentation

◆ bShowcase

bool AWeaponAssetActor::bShowcase = true
protected

◆ ModificationArchitecture

FModificationArchitecture AWeaponAssetActor::ModificationArchitecture
protected

◆ TimeSpacing

double AWeaponAssetActor::TimeSpacing = 2
protected

◆ WeaponAssetComponent

TObjectPtr<class UWeaponComponent> AWeaponAssetActor::WeaponAssetComponent
protected