#include <WeaponExecutionContext.h>
◆ FWeaponExecutionContext() [1/2]
| FWeaponExecutionContext::FWeaponExecutionContext |
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explicitdefault |
◆ FWeaponExecutionContext() [2/2]
| FWeaponExecutionContext::FWeaponExecutionContext |
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UWeaponAssetCharacteristics * | InCharacteristics, |
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UObject * | InWorldContext = nullptr, |
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bool | InForceNotify = false ) |
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◆ GetCharacteristics() [1/2]
◆ GetCharacteristics() [2/2]
◆ GetModConfig() [1/2]
◆ GetModConfig() [2/2]
◆ GetModificationsApplied() [1/2]
◆ GetModificationsApplied() [2/2]
◆ GetWorldContext()
| decltype(auto) FWeaponExecutionContext::GetWorldContext |
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const |
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◆ IsForcingNotify()
| bool FWeaponExecutionContext::IsForcingNotify |
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const |
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Returns true if notifications should be forced during execution.
◆ operator bool()
| FWeaponExecutionContext::operator bool |
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const |
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Returns true if context is valid (has world and characteristics).
◆ SetIsForcingNotify()
| void FWeaponExecutionContext::SetIsForcingNotify |
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bool | bInForceNotify | ) |
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Sets whether to force notifications during graph execution.
◆ bForceNotify
| bool FWeaponExecutionContext::bForceNotify {false} |
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Force broadcast notifications during graph execution (used during build phase).
◆ Characteristics
Runtime instance of weapon characteristics.
◆ WorldContext
| TWeakObjectPtr<UObject> FWeaponExecutionContext::WorldContext |
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World context for weapon execution and spawning.