Weaponry Assembly System
WAS
Loading...
Searching...
No Matches
UWeaponAssetCharacteristics Class Reference

#include <WeaponAssetCharacteristics.h>

+ Inheritance diagram for UWeaponAssetCharacteristics:
+ Collaboration diagram for UWeaponAssetCharacteristics:

Public Member Functions

FGameplayTag GetModificationAtSlot (const FGameplayTag &Slot) const
 
const FWeaponModificationsGetModifications () const
 
uint8 GetNumModification () const
 
const FGameplayTag & GetRootTag () const
 
FGameplayTag GetWeaponModification (FGameplayTag Slot) const
 
FWeaponModificationsGetWeaponModifications ()
 
const FWeaponModificationsGetWeaponModifications () const
 
bool HasModAtSlot (FGameplayTag Slot, FGameplayTag Modification) const
 
bool SetModificationAtSlot (FGameplayTag Modification)
 
void SetWeaponModifications (const FWeaponModifications &NewMods)
 

Public Attributes

FWeaponModifications AppliedModifications
 
FString WeaponName = TEXT("Default")
 

Protected Member Functions

template<typename T >
FORCEINLINE T * FindOwner () const
 
FORCEINLINE AActor * FindOwnerActor () const
 
FORCEINLINE UActorComponent * FindOwnerComponent () const
 
const UWeaponAssetGetWeaponAsset () const
 
FORCEINLINE UObject * GetWorldContext () const
 

Detailed Description

Represents the runtime characteristics and modification state of a weapon asset. Stores applied modifications and provides access to weapon configuration data.

Member Function Documentation

◆ FindOwner()

template<typename T >
FORCEINLINE T * UWeaponAssetCharacteristics::FindOwner ( ) const
inlineprotected

◆ FindOwnerActor()

FORCEINLINE AActor * UWeaponAssetCharacteristics::FindOwnerActor ( ) const
inlineprotected

◆ FindOwnerComponent()

FORCEINLINE UActorComponent * UWeaponAssetCharacteristics::FindOwnerComponent ( ) const
inlineprotected

◆ GetModificationAtSlot()

FGameplayTag UWeaponAssetCharacteristics::GetModificationAtSlot ( const FGameplayTag & Slot) const
inline

◆ GetModifications()

const FWeaponModifications & UWeaponAssetCharacteristics::GetModifications ( ) const
inline

◆ GetNumModification()

uint8 UWeaponAssetCharacteristics::GetNumModification ( ) const
inline

◆ GetRootTag()

const FGameplayTag & UWeaponAssetCharacteristics::GetRootTag ( ) const
inline

◆ GetWeaponAsset()

const UWeaponAsset * UWeaponAssetCharacteristics::GetWeaponAsset ( ) const
protected

◆ GetWeaponModification()

FGameplayTag UWeaponAssetCharacteristics::GetWeaponModification ( FGameplayTag Slot) const
inline

◆ GetWeaponModifications() [1/2]

FWeaponModifications & UWeaponAssetCharacteristics::GetWeaponModifications ( )
inline

◆ GetWeaponModifications() [2/2]

const FWeaponModifications & UWeaponAssetCharacteristics::GetWeaponModifications ( ) const
inline

◆ GetWorldContext()

FORCEINLINE UObject * UWeaponAssetCharacteristics::GetWorldContext ( ) const
inlineprotected

◆ HasModAtSlot()

bool UWeaponAssetCharacteristics::HasModAtSlot ( FGameplayTag Slot,
FGameplayTag Modification ) const

◆ SetModificationAtSlot()

bool UWeaponAssetCharacteristics::SetModificationAtSlot ( FGameplayTag Modification)

◆ SetWeaponModifications()

void UWeaponAssetCharacteristics::SetWeaponModifications ( const FWeaponModifications & NewMods)
inline

Member Data Documentation

◆ AppliedModifications

FWeaponModifications UWeaponAssetCharacteristics::AppliedModifications

◆ WeaponName

FString UWeaponAssetCharacteristics::WeaponName = TEXT("Default")