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Weaponry Assembly System
WAS
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#include <WeaponAssetLibrary.h>
Inheritance diagram for UWeaponAssetLibrary:
Collaboration diagram for UWeaponAssetLibrary:Static Public Member Functions | |
| static void | ConstructWeaponFromCharacteristics (const UWeaponAsset *WeaponAsset, USceneComponent *RootComponent, UWeaponAssetCharacteristics *Characteristics, bool RunVariables) |
| static void | ConstructWeaponFromContext (const UWeaponAsset *WeaponAsset, USceneComponent *RootComponent, const struct FWeaponExecutionContext &Context, bool RunVariables) |
| static void | ConstructWeaponFromModifications (const UWeaponAsset *WeaponAsset, USceneComponent *RootComponent, const FWeaponModifications &Modifications, bool RunVariables) |
Blueprint function library for weapon construction and assembly.
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static |
Constructs weapon from explicit characteristics instance.
| WeaponAsset | Asset template to construct from. |
| RootComponent | Component to attach assembled weapon to. |
| Characteristics | Override characteristics (uses default if null). |
| RunVariables | Execute variable initialization graph nodes if true. |
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static |
Constructs weapon from execution context.
| WeaponAsset | Asset template to construct from. |
| RootComponent | Component to attach assembled weapon to. |
| Context | Execution context with characteristics and modifications. |
| RunVariables | Execute variable initialization graph nodes if true. |
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static |
Constructs weapon from modification slot selection.
| WeaponAsset | Asset template to construct from. |
| RootComponent | Component to attach assembled weapon to. |
| Modifications | Array of mod slot selections (index per modification slot). |
| RunVariables | Execute variable initialization graph nodes if true. |