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| virtual void | ExecuteNode () override final |
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| template<typename Fmt , typename ... Args> |
| void | AbortExecution (Fmt &&Format, Args &&... args) const |
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| void | AbortExecution (FString &&Reason="") const |
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| virtual void | ClearCache () const |
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| FORCEINLINE void | Execute () |
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| FORCEINLINE_DEBUGGABLE TArray< UWeaponRuntimePin * > | GetAllPins () const |
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| class UWeaponAssetCharacteristics * | GetCharacteristics () const |
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| const class UWeaponAssetCharacteristics * | GetCharacteristicsCDO () const |
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| const class UWeaponAssetCharacteristics * | GetDefaultCharacteristics () const |
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| TSubclassOf< UWeaponAssetCharacteristics > | GetDefaultCharacteristicsClass () const |
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| const struct FWeaponExecutionContext & | GetDefaultExecutionContext () const |
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| const struct FWeaponExecutionContext & | GetExecutionContext () const |
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| class UWeaponRuntimeGraph * | GetGraph () const |
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| class UWeaponRuntimeGraph * | GetGraphAnyContext () const |
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| virtual FORCEINLINE UWeaponRuntimePin * | GetInput (int32 Index=0) const |
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| FORCEINLINE UWeaponRuntimePin * | GetLastInput () const |
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| virtual FORCEINLINE UWeaponRuntimePin * | GetMainInput () const |
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| virtual FORCEINLINE UWeaponRuntimePin * | GetMainOutput () const |
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| FORCEINLINE UWeaponRuntimeNode * | GetNodeFromInput (int32 InputIndex) const |
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| FORCEINLINE void | GetNodeFromInput (int32 InputIndex, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const |
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| UWeaponRuntimeNode * | GetNodeFromInput (UWeaponRuntimePin *FromPin) const |
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| void | GetNodeFromInput (UWeaponRuntimePin *FromPin, TArray< UWeaponRuntimeNode * > &ConnectedNodes) const |
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| virtual FORCEINLINE UWeaponRuntimePin * | GetOutput (int32 Index=0) const |
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| UWeaponRuntimePin * | GetPinByName (const FName &PinName, const TOptional< bool > &OptionalInputOnly) const |
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| UWeaponRuntimePin * | GetPinConnection (const UWeaponRuntimePin *Pin, int32 ConnectionIndex=0) const |
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| FORCEINLINE UWeaponRuntimePin * | GetPinConnection (int32 Pin, int32 ConnectionIndex=0) const |
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| FORCEINLINE const TArray< UWeaponRuntimePin * > & | GetPinConnections (const int32 Pin=0) const |
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| const TArray< UWeaponRuntimePin * > & | GetPinConnections (const UWeaponRuntimePin *Pin) const |
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| virtual void | GetValidPin (TArray< UWeaponRuntimePin * > &Pins) |
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| UObject * | GetWorldContext () const |
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| FORCEINLINE bool | HasInput () const |
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| FORCEINLINE bool | HasOutput () const |
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| virtual void | Init () |
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| bool | IsAborting () const |
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| void | Reset () |
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| template<typename Renderer , typename PrimitiveType , typename SelfType , typename ObjectArrayType = TPersistantArray<Renderer>> |
| static TPersistantArray< PrimitiveType > | CreateAndAttachObject_Impl (SelfType &&Self, ObjectArrayType &&LoadedObjects, UObject *WorldContext) |
| | Instantiates and attaches primitive components from loaded object assets.
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| TArray< UWeaponRuntimePin * > | InputPins |
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| TArray< UWeaponRuntimePin * > | OutputPins |
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| template<typename Renderer , typename PrimitiveType , typename SelfType > |
| static void | ExecuteNode_Impl (const SelfType &Self) |
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Generates a static mesh component from a static mesh asset.