| AmmoInMagazine | UWeaponComponent | protected |
| AmmoSource | UWeaponComponent | protected |
| AttachCreatedComponents(const TArray< USceneComponent * > &PrimitiveComponents) | UWeaponComponent | protected |
| bCancelReload | UWeaponComponent | protected |
| BeginPlay() override | UWeaponComponent | protectedvirtual |
| bIsTriggering | UWeaponComponent | protected |
| bJammed | UWeaponComponent | protected |
| bReloading | UWeaponComponent | protected |
| BuildAsset(const UWeaponAsset *Asset) | UWeaponComponent | |
| BurstIndex | UWeaponComponent | protected |
| CachedSockets | UWeaponComponent | mutableprotected |
| CachedTags | UWeaponComponent | mutableprotected |
| CancelReload() | UWeaponComponent | inline |
| CanTrigger() const | UWeaponComponent | |
| CanTrigger_Implementation() const | UWeaponComponent | virtual |
| Characteristics | UWeaponComponent | |
| Clean() | UWeaponComponent | |
| ClearCache() const | UWeaponComponent | inline |
| DECLARE_FUNCTION(execSetAmmoSource) | UWeaponComponent | |
| DECLARE_FUNCTION(execSetAmmoSourceFromMap) | UWeaponComponent | |
| EndPlay(const EEndPlayReason::Type EndPlayReason) override | UWeaponComponent | protectedvirtual |
| EndReload() | UWeaponComponent | inline |
| EnsureHasCharacteristics() | UWeaponComponent | |
| EnterTrigger() | UWeaponComponent | |
| ExistSlot(FGameplayTag slot) const | UWeaponComponent | inline |
| ExitTrigger() | UWeaponComponent | |
| FindCachedSocket(FName Socket) const | UWeaponComponent | |
| FindSocket(FName Socket) const | UWeaponComponent | |
| GenerateInitializationData(FWeaponInitializationData &Data) | UWeaponComponent | |
| GetAmmoInMagazine(int32 Fallback=0) const | UWeaponComponent | inline |
| GetAmmoInMagazineOrSource() const | UWeaponComponent | inline |
| GetAmmoInSource(int32 Fallback=0) const | UWeaponComponent | inline |
| GetAmmoInUse() const | UWeaponComponent | inline |
| GetAmmoLoosePerTrigger() const | UWeaponComponent | inline |
| GetAmmoSource(const T Fallback=T()) const | UWeaponComponent | inline |
| GetAmmoSource(const int32 Fallback=int32()) const | UWeaponComponent | inline |
| GetAmmoType() const | UWeaponComponent | inline |
| GetBurstTriggers() const | UWeaponComponent | inline |
| GetCachedTaggedComponent(FName Tag) const | UWeaponComponent | |
| GetCharacteristics() const | UWeaponComponent | inline |
| GetCharacteristicsAsClass(TSubclassOf< UWeaponAssetCharacteristics > CharacteristicsClass) const | UWeaponComponent | inline |
| GetCurrentBurstIndex() const | UWeaponComponent | inline |
| GetCustomReloadExecutionTiming() const | UWeaponComponent | inline |
| GetCustomTriggerExecutionTiming() const | UWeaponComponent | inline |
| GetCustomUnjamExecutionTiming() const | UWeaponComponent | inline |
| GetDefaultCharacteristics() const | UWeaponComponent | |
| GetExecutionContext(bool bRefreshNotifications) const | UWeaponComponent | |
| GetIterationReloadStepAmount() const | UWeaponComponent | inline |
| GetJamProbability() const | UWeaponComponent | inline |
| GetLooseExtraAmmoOnReload() const | UWeaponComponent | inline |
| GetMagazineAmmo(const T Fallback=T()) const | UWeaponComponent | inline |
| GetMagazineAmmo(const int32 Fallback=int32()) const | UWeaponComponent | inline |
| GetMagazineCapability() const | UWeaponComponent | inline |
| GetMagazineRemainingCapability() const | UWeaponComponent | inline |
| GetModificationAtSlot(FGameplayTag Slot) const | UWeaponComponent | inline |
| GetReloadByMagazine() const | UWeaponComponent | inline |
| GetSourceAmmo32() const | UWeaponComponent | inline |
| GetSourceAmmo64() const | UWeaponComponent | inline |
| GetSourceAmmoByte() const | UWeaponComponent | inline |
| GetTaggedComponent(FName Tag) const | UWeaponComponent | |
| GetTriggerIfAmmoLessThanRequired() const | UWeaponComponent | inline |
| GetTriggerMode() const | UWeaponComponent | inline |
| GetTriggerRate() const | UWeaponComponent | inline |
| GetTriggerRateSec() const | UWeaponComponent | inline |
| GetUsesAmmo() const | UWeaponComponent | inline |
| GetUsesMagazine() const | UWeaponComponent | inline |
| GetWeaponAsset() const | UWeaponComponent | inline |
| GetWeaponAssetName() const | UWeaponComponent | inlineprotected |
| GetWeaponDefaultModifications() const | UWeaponComponent | |
| GetWeaponModifications() const | UWeaponComponent | |
| GetWeaponModificationsBP() const | UWeaponComponent | inline |
| HasAmmo() const | UWeaponComponent | inline |
| HasCharacteristics() const | UWeaponComponent | inline |
| HasEnoughAmmoToTrigger() const | UWeaponComponent | |
| HasTaggedComponent(FName Tag) const | UWeaponComponent | inline |
| Init() | UWeaponComponent | |
| InitializeWeapon(const struct FWeaponInitializationData &Data, bool bRecallDelegates=false, bool MoveValues=false) | UWeaponComponent | |
| IsCoolingDown() const | UWeaponComponent | inline |
| IsGenerating() const | UWeaponComponent | inline |
| isGenerating | UWeaponComponent | protected |
| IsJammed() const | UWeaponComponent | inline |
| IsPlaying() | UWeaponComponent | inlinestatic |
| IsReloading() const | UWeaponComponent | inline |
| IsTriggering() const | UWeaponComponent | inline |
| IsValid() const | UWeaponComponent | inline |
| OnBeginReload | UWeaponComponent | protected |
| OnCooledDown | UWeaponComponent | protected |
| OnEventBeginReload() | UWeaponComponent | protected |
| OnEventBeginReload_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventCooledDown() | UWeaponComponent | protected |
| OnEventCooledDown_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventFinishReload() | UWeaponComponent | protected |
| OnEventFinishReload_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventJam() | UWeaponComponent | protected |
| OnEventJam_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventReload() | UWeaponComponent | protected |
| OnEventReload_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventReloadFailed() | UWeaponComponent | protected |
| OnEventReloadFailed_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventTriggered() | UWeaponComponent | protected |
| OnEventTriggered_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventTriggerFailed() | UWeaponComponent | protected |
| OnEventTriggerFailed_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventUnJam() | UWeaponComponent | protected |
| OnEventUnJam_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnEventWeaponBuild() | UWeaponComponent | protected |
| OnEventWeaponBuild_Implementation() | UWeaponComponent | inlineprotectedvirtual |
| OnFinishReload | UWeaponComponent | protected |
| OnJam | UWeaponComponent | protected |
| OnRegister() override | UWeaponComponent | protectedvirtual |
| OnReload | UWeaponComponent | protected |
| OnReloadFailed | UWeaponComponent | protected |
| OnTriggered | UWeaponComponent | protected |
| OnTriggerFailed | UWeaponComponent | protected |
| OnUnJam | UWeaponComponent | protected |
| OnUseAmmoUpdated(bool previous, bool current) | UWeaponComponent | |
| OnUseMagazineUpdated(bool previous, bool current) | UWeaponComponent | |
| OnWeaponBuild | UWeaponComponent | protected |
| RebuildAsset() | UWeaponComponent | |
| Reload() | UWeaponComponent | |
| ReloadLogic() | UWeaponComponent | |
| ReloadLogicManual(int32 AddAmmo) | UWeaponComponent | |
| RequiresAmmoToTrigger() const | UWeaponComponent | inline |
| ResolveAmmoHandling() | UWeaponComponent | protected |
| SetAmmoSource(UPARAM(Ref) int32 &Source, bool ReturnRemainingAmmo=true) | UWeaponComponent | |
| SetAmmoSourceFromMap(const TMap< int32, int32 > &Map, const int32 &InKey, bool ReturnRemainingAmmo=true) | UWeaponComponent | |
| SetAmmoSourceRaw(void *Source, size_t typeSize, bool bSigned, bool bReturnRemaining) | UWeaponComponent | |
| SetCharacteristics(UWeaponAssetDefaultCharacteristics *NewCharacteristics) | UWeaponComponent | inline |
| SetCooldown() | UWeaponComponent | |
| SetCustomCooldown(float Cooldown) | UWeaponComponent | |
| SetSingleModification(FGameplayTag Modification, bool bForceUpdate=true) | UWeaponComponent | |
| SetWeaponAsset(const UWeaponAsset *NewAsset) | UWeaponComponent | |
| SetWeaponJammed(bool Jammed) | UWeaponComponent | |
| SetWeaponModifications(const FWeaponModifications &newModifications, bool bForceUpdate=true) | UWeaponComponent | |
| SolveMagazineResize(int32 From, int32 To) | UWeaponComponent | |
| Trigger(bool isFirst=true) | UWeaponComponent | virtual |
| TriggerCooldown | UWeaponComponent | protected |
| TriggerModeAllowNextTrigger() const | UWeaponComponent | virtual |
| TriggerTimer | UWeaponComponent | protected |
| TryJamWeapon() | UWeaponComponent | |
| UnjamWeapon() | UWeaponComponent | inline |
| UpdateMesh() | UWeaponComponent | |
| WeaponAsset | UWeaponComponent | protected |