Weaponry Assembly System
WAS
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FWeaponExecutionContext Struct Reference

#include <WeaponExecutionContext.h>

Public Member Functions

 FWeaponExecutionContext ()=default
 
 FWeaponExecutionContext (UWeaponAssetCharacteristics *InCharacteristics, UObject *InWorldContext=nullptr, bool InForceNotify=false)
 
TObjectPtr< class UWeaponAssetCharacteristics > & GetCharacteristics ()
 
const TObjectPtr< class UWeaponAssetCharacteristics > & GetCharacteristics () const
 
FWeaponModifications & GetModConfig ()
 
const FWeaponModifications & GetModConfig () const
 
FWeaponModifications & GetModificationsApplied ()
 
const FWeaponModifications & GetModificationsApplied () const
 
decltype(auto) GetWorldContext () const
 
bool IsForcingNotify () const
 
 operator bool () const
 
void SetIsForcingNotify (bool bInForceNotify)
 

Protected Attributes

bool bForceNotify {false}
 
TObjectPtr< class UWeaponAssetCharacteristics > Characteristics
 
TWeakObjectPtr< UObject > WorldContext
 

Constructor & Destructor Documentation

◆ FWeaponExecutionContext() [1/2]

FWeaponExecutionContext::FWeaponExecutionContext ( )
explicitdefault

◆ FWeaponExecutionContext() [2/2]

FWeaponExecutionContext::FWeaponExecutionContext ( UWeaponAssetCharacteristics * InCharacteristics,
UObject * InWorldContext = nullptr,
bool InForceNotify = false )
inline

Member Function Documentation

◆ GetCharacteristics() [1/2]

TObjectPtr< class UWeaponAssetCharacteristics > & FWeaponExecutionContext::GetCharacteristics ( )
inline

◆ GetCharacteristics() [2/2]

const TObjectPtr< class UWeaponAssetCharacteristics > & FWeaponExecutionContext::GetCharacteristics ( ) const
inline

◆ GetModConfig() [1/2]

FWeaponModifications & FWeaponExecutionContext::GetModConfig ( )
inline

◆ GetModConfig() [2/2]

const FWeaponModifications & FWeaponExecutionContext::GetModConfig ( ) const
inline

◆ GetModificationsApplied() [1/2]

FWeaponModifications & FWeaponExecutionContext::GetModificationsApplied ( )
inline

◆ GetModificationsApplied() [2/2]

const FWeaponModifications & FWeaponExecutionContext::GetModificationsApplied ( ) const
inline

◆ GetWorldContext()

decltype(auto) FWeaponExecutionContext::GetWorldContext ( ) const
inline

◆ IsForcingNotify()

bool FWeaponExecutionContext::IsForcingNotify ( ) const
inline

Returns true if notifications should be forced during execution.

◆ operator bool()

FWeaponExecutionContext::operator bool ( ) const
inlineexplicit

Returns true if context is valid (has world and characteristics).

◆ SetIsForcingNotify()

void FWeaponExecutionContext::SetIsForcingNotify ( bool bInForceNotify)
inline

Sets whether to force notifications during graph execution.

Member Data Documentation

◆ bForceNotify

bool FWeaponExecutionContext::bForceNotify {false}
protected

Force broadcast notifications during graph execution (used during build phase).

◆ Characteristics

TObjectPtr<class UWeaponAssetCharacteristics> FWeaponExecutionContext::Characteristics
protected

Runtime instance of weapon characteristics.

◆ WorldContext

TWeakObjectPtr<UObject> FWeaponExecutionContext::WorldContext
protected

World context for weapon execution and spawning.