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Weaponry Assembly System
WAS
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#include <WeaponSelectByMod.h>
Inheritance diagram for UWeaponSelectByMod:
Collaboration diagram for UWeaponSelectByMod:Public Member Functions | |
| FGameplayTag | GetModFromSlot () const |
| FMapProperty * | GetOptionsMapProperty () const |
Public Member Functions inherited from UWeaponRuntimeNode | |
| template<typename Fmt , typename ... Args> | |
| void | AbortExecution (Fmt &&Format, Args &&... args) const |
| void | AbortExecution (FString &&Reason="") const |
| virtual void | ClearCache () const |
| FORCEINLINE void | Execute () |
| FORCEINLINE_DEBUGGABLE TArray< UWeaponRuntimePin * > | GetAllPins () const |
| class UWeaponAssetCharacteristics * | GetCharacteristics () const |
| const class UWeaponAssetCharacteristics * | GetCharacteristicsCDO () const |
| const class UWeaponAssetCharacteristics * | GetDefaultCharacteristics () const |
| TSubclassOf< UWeaponAssetCharacteristics > | GetDefaultCharacteristicsClass () const |
| const struct FWeaponExecutionContext & | GetDefaultExecutionContext () const |
| const struct FWeaponExecutionContext & | GetExecutionContext () const |
| class UWeaponRuntimeGraph * | GetGraph () const |
| class UWeaponRuntimeGraph * | GetGraphAnyContext () const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetInput (int32 Index=0) const |
| FORCEINLINE UWeaponRuntimePin * | GetLastInput () const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetMainInput () const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetMainOutput () const |
| FORCEINLINE UWeaponRuntimeNode * | GetNodeFromInput (int32 InputIndex) const |
| FORCEINLINE void | GetNodeFromInput (int32 InputIndex, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const |
| UWeaponRuntimeNode * | GetNodeFromInput (UWeaponRuntimePin *FromPin) const |
| void | GetNodeFromInput (UWeaponRuntimePin *FromPin, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const |
| virtual FORCEINLINE UWeaponRuntimePin * | GetOutput (int32 Index=0) const |
| UWeaponRuntimePin * | GetPinByName (const FName &PinName, const TOptional< bool > &OptionalInputOnly) const |
| UWeaponRuntimePin * | GetPinConnection (const UWeaponRuntimePin *Pin, int32 ConnectionIndex=0) const |
| FORCEINLINE UWeaponRuntimePin * | GetPinConnection (int32 Pin, int32 ConnectionIndex=0) const |
| FORCEINLINE const TArray< UWeaponRuntimePin * > & | GetPinConnections (const int32 Pin=0) const |
| const TArray< UWeaponRuntimePin * > & | GetPinConnections (const UWeaponRuntimePin *Pin) const |
| virtual void | GetValidPin (TArray< UWeaponRuntimePin * > &Pins) |
| UObject * | GetWorldContext () const |
| FORCEINLINE bool | HasInput () const |
| FORCEINLINE bool | HasOutput () const |
| virtual void | Init () |
| bool | IsAborting () const |
| void | Reset () |
Public Attributes | |
| FString | ClassFilter |
| uint8 | SlotIndex |
| FGameplayTag | SlotTag |
Public Attributes inherited from UWeaponRuntimeNode | |
| TArray< UWeaponRuntimePin * > | InputPins |
| TArray< UWeaponRuntimePin * > | OutputPins |
Additional Inherited Members | |
Protected Member Functions inherited from UWeaponRuntimeNode | |
| virtual void | ExecuteNode () |
| void | FixInvalidPinsConnections () |
| virtual void | GetNodeDebugString (TArray< FString > &Strings) const |
| virtual void | PostExecuteNode () |
| virtual void | PreExecuteNode () |
| void | RemoveDuplicatedConections () |
| void | UpdateNodeFlowDebugString () |
Protected Attributes inherited from UWeaponRuntimeNode | |
| FString | NodeFlowDebugString |
Base node for selecting output values by weapon modification slot.
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inline |
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inline |
| FString UWeaponSelectByMod::ClassFilter |
| uint8 UWeaponSelectByMod::SlotIndex |
| FGameplayTag UWeaponSelectByMod::SlotTag |