Weaponry Assembly System
WAS
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UWeaponComponent Member List

This is the complete list of members for UWeaponComponent, including all inherited members.

AmmoInMagazineUWeaponComponentprotected
AmmoSourceUWeaponComponentprotected
AttachCreatedComponents(const TArray< USceneComponent * > &PrimitiveComponents)UWeaponComponentprotected
bCancelReloadUWeaponComponentprotected
BeginPlay() overrideUWeaponComponentprotectedvirtual
bIsTriggeringUWeaponComponentprotected
bJammedUWeaponComponentprotected
bReloadingUWeaponComponentprotected
BuildAsset(const UWeaponAsset *Asset)UWeaponComponent
BurstIndexUWeaponComponentprotected
CachedSocketsUWeaponComponentmutableprotected
CachedTagsUWeaponComponentmutableprotected
CancelReload()UWeaponComponentinline
CanTrigger() constUWeaponComponent
CanTrigger_Implementation() constUWeaponComponentvirtual
CharacteristicsUWeaponComponent
Clean()UWeaponComponent
ClearCache() constUWeaponComponentinline
DECLARE_FUNCTION(execSetAmmoSource)UWeaponComponent
DECLARE_FUNCTION(execSetAmmoSourceFromMap)UWeaponComponent
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideUWeaponComponentprotectedvirtual
EndReload()UWeaponComponentinline
EnsureHasCharacteristics()UWeaponComponent
EnterTrigger()UWeaponComponent
ExistSlot(FGameplayTag slot) constUWeaponComponentinline
ExitTrigger()UWeaponComponent
FindCachedSocket(FName Socket) constUWeaponComponent
FindSocket(FName Socket) constUWeaponComponent
GenerateInitializationData(FWeaponInitializationData &Data)UWeaponComponent
GetAmmoInMagazine(int32 Fallback=0) constUWeaponComponentinline
GetAmmoInMagazineOrSource() constUWeaponComponentinline
GetAmmoInSource(int32 Fallback=0) constUWeaponComponentinline
GetAmmoInUse() constUWeaponComponentinline
GetAmmoLoosePerTrigger() constUWeaponComponentinline
GetAmmoSource(const T Fallback=T()) constUWeaponComponentinline
GetAmmoSource(const int32 Fallback=int32()) constUWeaponComponentinline
GetAmmoType() constUWeaponComponentinline
GetBurstTriggers() constUWeaponComponentinline
GetCachedTaggedComponent(FName Tag) constUWeaponComponent
GetCharacteristics() constUWeaponComponentinline
GetCharacteristicsAsClass(TSubclassOf< UWeaponAssetCharacteristics > CharacteristicsClass) constUWeaponComponentinline
GetCurrentBurstIndex() constUWeaponComponentinline
GetCustomReloadExecutionTiming() constUWeaponComponentinline
GetCustomTriggerExecutionTiming() constUWeaponComponentinline
GetCustomUnjamExecutionTiming() constUWeaponComponentinline
GetDefaultCharacteristics() constUWeaponComponent
GetExecutionContext(bool bRefreshNotifications) constUWeaponComponent
GetIterationReloadStepAmount() constUWeaponComponentinline
GetJamProbability() constUWeaponComponentinline
GetLooseExtraAmmoOnReload() constUWeaponComponentinline
GetMagazineAmmo(const T Fallback=T()) constUWeaponComponentinline
GetMagazineAmmo(const int32 Fallback=int32()) constUWeaponComponentinline
GetMagazineCapability() constUWeaponComponentinline
GetMagazineRemainingCapability() constUWeaponComponentinline
GetModificationAtSlot(FGameplayTag Slot) constUWeaponComponentinline
GetReloadByMagazine() constUWeaponComponentinline
GetSourceAmmo32() constUWeaponComponentinline
GetSourceAmmo64() constUWeaponComponentinline
GetSourceAmmoByte() constUWeaponComponentinline
GetTaggedComponent(FName Tag) constUWeaponComponent
GetTriggerIfAmmoLessThanRequired() constUWeaponComponentinline
GetTriggerMode() constUWeaponComponentinline
GetTriggerRate() constUWeaponComponentinline
GetTriggerRateSec() constUWeaponComponentinline
GetUsesAmmo() constUWeaponComponentinline
GetUsesMagazine() constUWeaponComponentinline
GetWeaponAsset() constUWeaponComponentinline
GetWeaponAssetName() constUWeaponComponentinlineprotected
GetWeaponDefaultModifications() constUWeaponComponent
GetWeaponModifications() constUWeaponComponent
GetWeaponModificationsBP() constUWeaponComponentinline
HasAmmo() constUWeaponComponentinline
HasCharacteristics() constUWeaponComponentinline
HasEnoughAmmoToTrigger() constUWeaponComponent
HasTaggedComponent(FName Tag) constUWeaponComponentinline
Init()UWeaponComponent
InitializeWeapon(const struct FWeaponInitializationData &Data, bool bRecallDelegates=false, bool MoveValues=false)UWeaponComponent
IsCoolingDown() constUWeaponComponentinline
IsGenerating() constUWeaponComponentinline
isGeneratingUWeaponComponentprotected
IsJammed() constUWeaponComponentinline
IsPlaying()UWeaponComponentinlinestatic
IsReloading() constUWeaponComponentinline
IsTriggering() constUWeaponComponentinline
IsValid() constUWeaponComponentinline
OnBeginReloadUWeaponComponentprotected
OnCooledDownUWeaponComponentprotected
OnEventBeginReload()UWeaponComponentprotected
OnEventBeginReload_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventCooledDown()UWeaponComponentprotected
OnEventCooledDown_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventFinishReload()UWeaponComponentprotected
OnEventFinishReload_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventJam()UWeaponComponentprotected
OnEventJam_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventReload()UWeaponComponentprotected
OnEventReload_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventReloadFailed()UWeaponComponentprotected
OnEventReloadFailed_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventTriggered()UWeaponComponentprotected
OnEventTriggered_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventTriggerFailed()UWeaponComponentprotected
OnEventTriggerFailed_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventUnJam()UWeaponComponentprotected
OnEventUnJam_Implementation()UWeaponComponentinlineprotectedvirtual
OnEventWeaponBuild()UWeaponComponentprotected
OnEventWeaponBuild_Implementation()UWeaponComponentinlineprotectedvirtual
OnFinishReloadUWeaponComponentprotected
OnJamUWeaponComponentprotected
OnRegister() overrideUWeaponComponentprotectedvirtual
OnReloadUWeaponComponentprotected
OnReloadFailedUWeaponComponentprotected
OnTriggeredUWeaponComponentprotected
OnTriggerFailedUWeaponComponentprotected
OnUnJamUWeaponComponentprotected
OnUseAmmoUpdated(bool previous, bool current)UWeaponComponent
OnUseMagazineUpdated(bool previous, bool current)UWeaponComponent
OnWeaponBuildUWeaponComponentprotected
RebuildAsset()UWeaponComponent
Reload()UWeaponComponent
ReloadLogic()UWeaponComponent
ReloadLogicManual(int32 AddAmmo)UWeaponComponent
RequiresAmmoToTrigger() constUWeaponComponentinline
ResolveAmmoHandling()UWeaponComponentprotected
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)UWeaponComponentinline
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)UWeaponComponentvirtual
TriggerCooldownUWeaponComponentprotected
TriggerModeAllowNextTrigger() constUWeaponComponentvirtual
TriggerTimerUWeaponComponentprotected
TryJamWeapon()UWeaponComponent
UnjamWeapon()UWeaponComponentinline
UpdateMesh()UWeaponComponent
WeaponAssetUWeaponComponentprotected