Weaponry Assembly System
WAS
Loading...
Searching...
No Matches
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
 
FWeaponModificationsGetModConfig ()
 
const FWeaponModificationsGetModConfig () const
 
FWeaponModificationsGetModificationsApplied ()
 
const FWeaponModificationsGetModificationsApplied () const
 
decltype(auto) GetWorldContext () const
 
bool IsForcingNotify () const
 
 operator bool () const
 
void SetIsForcingNotify (bool bInForceNotify)
 

Protected Attributes

bool bForceNotify {false}
 
TObjectPtr< class UWeaponAssetCharacteristicsCharacteristics
 
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.