Weaponry Assembly System
WAS
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UWeaponSelectByMod Class Reference

#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
 

Detailed Description

Base node for selecting output values by weapon modification slot.

Member Function Documentation

◆ GetModFromSlot()

FGameplayTag UWeaponSelectByMod::GetModFromSlot ( ) const
inline

◆ GetOptionsMapProperty()

FMapProperty * UWeaponSelectByMod::GetOptionsMapProperty ( ) const
inline

Member Data Documentation

◆ ClassFilter

FString UWeaponSelectByMod::ClassFilter

◆ SlotIndex

uint8 UWeaponSelectByMod::SlotIndex

◆ SlotTag

FGameplayTag UWeaponSelectByMod::SlotTag