The declarations below are taken from the current runtime module's Public headers. They retain native types, defaults and reflection flags so Blueprint exposure is explicit. Behavior and limitations are explained on the corresponding reference pages.
Editor CallInEditor actions and network RPC declarations are included where reflected. A reflected function without BlueprintCallable or BlueprintPure is not a general Blueprint node. Internal manager methods are described in Loading and Runtime Builder.
AC_WeaponCharComp
Source: Public/Components/AC_WeaponCharComp.h.
Properties
| Field declaration | Reflection |
|---|
APawn* OwnerPawn = nullptr | UPROPERTY() |
UWeaponSubsystem* SubSystem = nullptr | UPROPERTY() |
TArray<FPendingWeaponAttachment> PendingAttachments | UPROPERTY() |
FGuid PendingDrawWeapon | UPROPERTY() |
TArray<FAssignedWeaponData> AssignedWeaponActors | UPROPERTY( ReplicatedUsing=OnRep_AssignedWeaponActor, VisibleAnywhere, BlueprintReadOnly, Category="WeaponCharComp") |
TMap<FGuid, AWeaponActorBase*> WeaponRefCache | UPROPERTY( VisibleAnywhere, BlueprintReadOnly, Category="WeaponCharComp") |
FGuid ActualUsedWeapon | UPROPERTY( ReplicatedUsing=OnRep_ActualUsedWeapon, VisibleAnywhere, BlueprintReadOnly, Category="WeaponCharComp|State") |
FOnUsedWeaponUpdate OnUsedWeaponUpdate | UPROPERTY( BlueprintAssignable, Category="Weapon Subsystem|Delegates|WeaponCharComp") |
Reflected Functions
UFUNCTION(BlueprintCallable, Category="Weapon Subsystem|Components|Character")
void SetComponentActive(bool bNewActive);
UFUNCTION()
void UpdateRegisteredWeaponActors();
UFUNCTION()
void OnRep_AssignedWeaponActor(const TArray<FAssignedWeaponData>& OldWeapons);
UFUNCTION()
void OnRep_ActualUsedWeapon(FGuid OldWeapon);
UFUNCTION(BlueprintCallable, Category="Weapon Subsystem|Components|Character")
bool AddOrUpdateBuildData(const FWeaponBuildData& Build);
UFUNCTION(BlueprintCallable, Category="Weapon Subsystem|Components|Character")
bool RemoveBuildData(const FGuid InstanceGuid);
UFUNCTION(BlueprintCallable, Category="Weapon Subsystem|Components|Character")
bool GetBuildData( const FGuid InstanceGuid, FWeaponBuildData& OutBuild) const;
UFUNCTION(BlueprintCallable, Category="Weapon|Animation")
void NotifyWeaponAttach(const FGuid WeaponGuid);
UFUNCTION(BlueprintCallable, Category="Weapon|Animation")
void NotifyHolsterFinished();
AC_WeaponGameplayComp
Source: Public/Components/AC_WeaponGameplayComp.h.
Properties
| Field declaration | Reflection |
|---|
AWeaponActorBase* OwnerActor = nullptr | UPROPERTY() |
UWeaponSubsystem* SubSystem = nullptr | UPROPERTY() |
FWeaponStateArray WeaponStateData | UPROPERTY(Replicated) |
float NextShotTime = 0.0 | UPROPERTY() |
int32 MaxBurstLoop = 3 | UPROPERTY() |
int32 PendingBurstShots = 3 | UPROPERTY() |
int32 ActualAmmo = 100 | UPROPERTY() |
FOnWeaponFired OnWeaponFired | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|WeaponGameplayComp") |
Reflected Functions
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|GameplayComp")
void SetComponentActive(const bool bNewActive);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|GameplayComp")
void AddWeaponState(const FGameplayTag& Tag);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|GameplayComp")
void RemoveWeaponState(const FGameplayTag& Tag);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|GameplayComp")
void UpdateWeaponState(const FGameplayTag& TagFamily, const FGameplayTag& Tag);
UFUNCTION(NetMulticast, Reliable)
void MRPC_FireWeapon(const bool bCondition);
UFUNCTION(NetMulticast, Reliable)
void MRPC_ReloadWeapon();
AC_WeaponNetComp
Source: Public/Components/AC_WeaponNetComp.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UWeaponSubsystem> WeaponSubSystem = nullptr | UPROPERTY() |
AController* OwnerController = nullptr | UPROPERTY() |
TMap<FGuid, AWeaponActorBase*> ReplicatedActorRegistry | UPROPERTY() |
FWeaponBuildData WorkingBuild | UPROPERTY(ReplicatedUsing="OnRep_WorkingBuild") |
FGuid LastValidatedBuild | UPROPERTY() |
AWeaponActorBase* ActualRelevantWeapon = nullptr | UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category = "WeaponNetComp|State") |
AWeaponActorBase* ActualControlledWeapon = nullptr | UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category = "WeaponNetComp|State") |
FOnWorkingBuildModified OnWorkingBuildModified | UPROPERTY(BlueprintAssignable, Category="WeaponNetComp|Delegates|NetComponent") |
FOnWorkingBuildReplicated OnWorkingBuildReplicated | UPROPERTY(BlueprintAssignable, Category="WeaponNetComp|Delegates|NetComponent") |
FOnWorkingBuildCreated OnWorkingBuildCreated | UPROPERTY(BlueprintAssignable, Category="WeaponNetComp|Delegates|NetComponent") |
FFetchBuildCallback FetchBuildCallback | UPROPERTY(BlueprintAssignable, Category="WeaponNetComp|Delegates|NetComponent") |
FOnBuildValidatedCallback OnBuildValidatedCallback | UPROPERTY(BlueprintAssignable, Category="WeaponNetComp|Delegates|NetComponent") |
Reflected Functions
UFUNCTION()
void OnRep_WorkingBuild(const FWeaponBuildData& OldBuild);
UFUNCTION(Server, Reliable)
void SRPC_QueueBuildRequest(const FWeaponOpRequest& Request);
UFUNCTION()
void Internal_QueueBuildRequest(const FWeaponOpRequest& Request);
UFUNCTION(Server, Reliable)
void SRPC_QueueAcquireRequest(const FWeaponOpRequest& Request);
UFUNCTION()
void Internal_QueueAcquireRequest(const FWeaponOpRequest& Request);
UFUNCTION(Server, Reliable)
void SRPC_QueueEquipRequest(const FWeaponOpRequest& Request);
UFUNCTION()
void Internal_QueueEquipRequest(const FWeaponOpRequest& Request);
UFUNCTION(Server, Reliable)
void SRPC_QueueInteractRequest(const FWeaponOpRequest& Request);
UFUNCTION()
void Internal_QueueInteractRequest(const FWeaponOpRequest& Request);
UFUNCTION()
void QueueBuildOperation(FWeaponOpRequest Request);
UFUNCTION()
void QueueAcquireOperation(FWeaponOpRequest Request);
UFUNCTION()
void QueueEquipOperation(FWeaponOpRequest Request);
UFUNCTION()
void QueueWeaponInteractOperation(FWeaponOpRequest Request);
UFUNCTION(Client, Reliable)
void CRPC_BuildValidatedCallback(const FGuid InstanceGuid);
UFUNCTION(Client, Reliable, Blueprintable, Category="Weapon Subsystem|Components|NetComponent")
void CRPC_FetchBuildCallback(const FWeaponBuildData& InstanceGuid);
UFUNCTION()
void HandleBuildValidated(const FGuid InstanceGuid);
UFUNCTION()
void SpawnWeaponActor( ECustomWeaponType WeaponType, APawn* Owner);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|NetComponent")
void SetComponentActive(const bool bNewActive);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|NetComponent")
void AddActorToRepRegistry(AWeaponActorBase* Actor);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|NetComponent")
void RemoveActorFromRepRegistry(AWeaponActorBase* Actor);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|NetComponent")
void SetLastValidatedBuildID(const FGuid InstanceGuid);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Components|NetComponent")
const FGuid& GetLastValidatedBuildID() const;
PDA_WeaponFX_Melee
Source: Public/Data/FX/PDA_WeaponFX_Melee.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UNiagaraSystem> SwingTrailFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Attack") |
FName SwingSocket = "Blade" | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Attack") |
float SwingTrailIntensity = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Attack") |
TObjectPtr<UNiagaraSystem> HitFleshFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Hit") |
TObjectPtr<UNiagaraSystem> HitWorldFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Hit") |
TObjectPtr<UNiagaraSystem> HitMetalFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Hit") |
TObjectPtr<USoundBase> SwingSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> HitSound_Flesh | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> HitSound_World | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> BlockSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> ParrySound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<UNiagaraSystem> HeavyAttackChargeFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Heavy") |
TObjectPtr<UNiagaraSystem> HeavyAttackImpactFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Heavy") |
TObjectPtr<USoundBase> HeavyAttackSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Heavy") |
TObjectPtr<USoundBase> MissSwingSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Miss") |
TObjectPtr<USoundBase> EquipSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Equip") |
TObjectPtr<USoundBase> UnequipSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Equip") |
PDA_WeaponFX_Range
Source: Public/Data/FX/PDA_WeaponFX_Range.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UNiagaraSystem> MuzzleFlash | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Fire") |
TObjectPtr<UNiagaraSystem> TracerFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Fire") |
FName MuzzleSocket = "Muzzle" | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Fire") |
float TracerSpawnChance = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Fire") |
TObjectPtr<USoundBase> FireSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> FireSound_Suppressed | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> ReloadSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> DryFireSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<USoundBase> JamSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Audio") |
TObjectPtr<UNiagaraSystem> HeatSmokeFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Heat") |
float HeatFXStartThreshold = 0.7f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Heat") |
float HeatFXIntensityScale = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Heat") |
TObjectPtr<UNiagaraSystem> MagazineEjectFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Reload") |
FName MagazineSocket = "Mag" | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Reload") |
TObjectPtr<UNiagaraSystem> ChamberFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Reload") |
PDA_WeaponFX_Throwable
Source: Public/Data/FX/PDA_WeaponFX_Throwable.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UNiagaraSystem> ThrowFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Throw") |
TObjectPtr<USoundBase> ThrowSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Throw") |
TObjectPtr<UNiagaraSystem> FlightLoopFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Flight") |
TObjectPtr<USoundBase> FlightLoopSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Flight") |
TObjectPtr<UNiagaraSystem> FuseFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Fuse") |
TObjectPtr<USoundBase> FuseSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Fuse") |
TObjectPtr<UNiagaraSystem> ExplosionFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Explosion") |
TObjectPtr<USoundBase> ExplosionSound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Explosion") |
TMap<FGameplayTag, TObjectPtr<UNiagaraSystem>> HitFXByTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Hit") |
TMap<FGameplayTag, TObjectPtr<USoundBase>> HitAudioByTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Hit") |
PDA_WeaponFXBase
Source: Public/Data/FX/PDA_WeaponFXBase.h.
Properties
| Field declaration | Reflection |
|---|
TMap<FGameplayTag, TSoftObjectPtr<UNiagaraSystem>> FXByWeaponEvent | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Events") |
TMap<FGameplayTag, TSoftObjectPtr<USoundBase>> AudioByWeaponEvent | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FX|Events") |
PDA_SideEffectDatabase
Source: Public/Data/PDA_SideEffectDatabase.h.
Properties
| Field declaration | Reflection |
|---|
FName DatabaseName | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
EWeaponDBType DBType = EWeaponDBType::SideEffect | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Meta") |
TMap<FName, TSoftObjectPtr<UPDA_SideEffectBase>> Table | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_StatModifierDatabase
Source: Public/Data/PDA_StatModifierDatabase.h.
Properties
| Field declaration | Reflection |
|---|
FName DatabaseName | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
EWeaponDBType DBType = EWeaponDBType::StatModifier | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Meta") |
TMap<FName, TSoftObjectPtr<UPDA_WeaponStatModificator>> Table | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_WeaponDatabase
Source: Public/Data/PDA_WeaponDatabase.h.
Properties
| Field declaration | Reflection |
|---|
FName DatabaseName | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
EWeaponDBType DBType = EWeaponDBType::WeaponMaster | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Meta") |
TMap<FName, TSoftObjectPtr<UPDA_WeaponMaster>> Table | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
Reflected Functions
UFUNCTION(CallInEditor, Category="Registry")
void RebuildRegistry();
UFUNCTION(CallInEditor, Category="Registry")
void AddMapEntry();
PDA_WeaponPartsDatabase
Source: Public/Data/PDA_WeaponPartsDatabase.h.
Properties
| Field declaration | Reflection |
|---|
FName DatabaseName | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
EWeaponDBType DBType = EWeaponDBType::WeaponPart | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Meta") |
TMap<FName, TSoftObjectPtr<UPDA_WeaponPart>> Table | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
Reflected Functions
UFUNCTION(CallInEditor, Category="Registry")
void RebuildRegistry();
UFUNCTION(CallInEditor, Category="Registry")
void AddMapEntry();
PDA_SideEffect_Audio
Source: Public/Data/SideEffects/PDA_SideEffect_Audio.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<USoundBase> Sound | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Audio") |
float VolumeMultiplier = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Audio") |
float PitchMultiplier = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Audio") |
bool bSpatialized = true | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Audio") |
float MaxDistance = 4000.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Audio") |
PDA_SideEffect_Camera
Source: Public/Data/SideEffects/PDA_SideEffect_Camera.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UCameraShakeBase> CameraShake | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Camera") |
float ShakeScale = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Camera") |
float FOVOffset = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Camera") |
float FOVBlendTime = 0.1f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Camera") |
FVector RecoilOffset | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Camera") |
PDA_SideEffect_Haptic
Source: Public/Data/SideEffects/PDA_SideEffect_Haptic.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UHapticFeedbackEffect_Base> HapticEffect | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Haptic") |
float HapticScale = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Haptic") |
bool bLeftController = true | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Haptic") |
bool bRightController = true | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Haptic") |
PDA_SideEffect_PostProcess
Source: Public/Data/SideEffects/PDA_SideEffect_PostProcess.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UMaterialInterface> PostProcessMaterial | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="PostProcess") |
float BlendWeight = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="PostProcess") |
float FadeInTime = 0.05f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="PostProcess") |
float FadeOutTime = 0.1f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="PostProcess") |
PDA_SideEffectBase
Source: Public/Data/SideEffects/PDA_SideEffectBase.h.
Properties
| Field declaration | Reflection |
|---|
FName SideEffectID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Config") |
FGameplayTag SideEffectType | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Config") |
FGameplayTagContainer TriggerTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Config") |
FGameplayTag TargetTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Config") |
FFilterTags Condition | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Config") |
float Chance = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Activation", meta=(ClampMin="0.0", ClampMax="1.0")) |
bool bCanStack = false | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Activation") |
int32 MaxStacks = 1 | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Activation", meta=(EditCondition="bCanStack")) |
float Duration = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Timing") |
float Cooldown = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Timing") |
float Intensity = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SideEffect|Scaling") |
PDA_WeaponStatsBase
Source: Public/Data/Stats/PDA_WeaponStatsBase.h.
Properties
| Field declaration | Reflection |
|---|
FName StatID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta", meta=(DisplayPriority = 0)) |
ECustomWeaponType WeaponType = ECustomWeaponType::None | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta", meta=(DisplayPriority = 1)) |
FWeaponMetaStats MetaStats = FWeaponMetaStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
FWeaponMeleeDMGStats MeleeDamage = FWeaponMeleeDMGStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="MeleeStats") |
FWeaponMeleeRangeStats WeaponMeleeRange = FWeaponMeleeRangeStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="MeleeStats") |
FWeaponMeleeTimings MeleeTimings = FWeaponMeleeTimings() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="MeleeStats") |
FWeaponMeleeHandling MeleeHandling = FWeaponMeleeHandling() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="MeleeStats") |
FWeaponMeleeImpact MeleeImpact = FWeaponMeleeImpact() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="MeleeStats") |
FBallisticStats Ballistics = FBallisticStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats") |
FFireStats Fire = FFireStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats") |
FAccuracyStats Accuracy = FAccuracyStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats") |
FRecoilStats Recoil = FRecoilStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats") |
FHandlingStats Handling = FHandlingStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats") |
FHeatStats Heat = FHeatStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats") |
float JamChance = 0.002f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="RangeStats|Reliability") |
FWeaponThrow ThrowStats = FWeaponThrow() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ThrowableStats") |
FWeaponExplosionDamage ExplosionDamage = FWeaponExplosionDamage() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ThrowableStats") |
PDA_WeaponMaster
Source: Public/Data/Weapon/PDA_WeaponMaster.h.
Properties
| Field declaration | Reflection |
|---|
FName WeaponID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
ECustomWeaponType WeaponType = ECustomWeaponType::None | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
FGameplayTag WeaponDetail | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Meta") |
EWeaponMeshType MeshType = EWeaponMeshType::None | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Actor") |
TObjectPtr<UStaticMesh> StaticMesh | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Actor", meta=(EditCondition = "MeshType == EWeaponMeshType::StaticMesh", EditConditionHides)) |
TObjectPtr<USkeletalMesh> SkeletalMesh | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Actor", meta=(EditCondition = "MeshType == EWeaponMeshType::SkeletalMesh", EditConditionHides)) |
TSubclassOf<UAnimInstance> WeaponAnimInstance = nullptr | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Actor", meta=(EditCondition = "MeshType == EWeaponMeshType::SkeletalMesh", EditConditionHides)) |
TMap<FGameplayTag, FWeaponSocketArray> SubSlotSockets | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor") |
FGameplayTagContainer WeaponTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Build") |
FGameplayTagContainer RequiredParts | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Build") |
TObjectPtr<UPDA_WeaponStatsBase> Stats | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UPDA_WeaponFXBase> WeaponFX | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TArray<TSoftObjectPtr<UPDA_SideEffectBase>> SideEffects | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
Reflected Functions
UFUNCTION(CallInEditor, Category="Registry")
void BakeMeshSockets();
PDA_WeaponPart
Source: Public/Data/Weapon/PDA_WeaponPart.h.
Properties
| Field declaration | Reflection |
|---|
FName PartID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
FGameplayTag CompatibleSlot | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
FFilterTags WeaponTagsFilter | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
EWeaponMeshType MeshType = EWeaponMeshType::StaticMesh | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor") |
TObjectPtr<UStaticMesh> StaticMesh | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor", meta=(EditCondition="MeshType == EWeaponMeshType::StaticMesh", EditConditionHides)) |
TObjectPtr<USkeletalMesh> SkeletalMesh | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor", meta=(EditCondition="MeshType == EWeaponMeshType::SkeletalMesh", EditConditionHides)) |
TMap<FGameplayTag, FWeaponSocketArray> SubSlotSockets | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor") |
FGameplayTagContainer PartTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Build") |
FGameplayTagContainer GrantedCapabilities | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Build") |
FGameplayTagContainer BlockedCapabilities | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Build") |
TArray<TObjectPtr<UPDA_WeaponStatModificator>> StatModifiers | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Data") |
TArray<TSoftObjectPtr<UPDA_SideEffectBase>> SideEffects | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Data") |
Reflected Functions
UFUNCTION(CallInEditor, Category="Registry")
void BakeMeshSockets();
PDA_WeaponStatModificator
Source: Public/Data/Weapon/PDA_WeaponStatModificator.h.
Properties
| Field declaration | Reflection |
|---|
FName ModifierID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
FGameplayTagContainer ModifierTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
FFilterTags Condition | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
FFilterTags WeaponModifierFilter | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
bool bCanStack = false | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta") |
int32 MaxStacks = 1 | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Meta", meta=(EditCondition="bCanStack")) |
float Duration = -1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Lifetime") |
FModMeta Meta | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModMeleeDamage MeleeDamage | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModMeleeRange MeleeRange | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModMeleeTiming MeleeTiming | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModMeleeHandling MeleeHandling | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModMeleeImpact MeleeImpact | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModThrow Throw | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModExplosion Explosion | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModDamage Damage = FModDamage() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModFire Fire = FModFire() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModAccuracy Accuracy = FModAccuracy() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModRecoil Recoil = FModRecoil() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModReload Reload = FModReload() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
FModAmmo Ammo = FModAmmo() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats") |
WeaponStructs
Source: Public/Data/WeaponStructs.h.
FWeaponOpRequest
| Field declaration | Reflection |
|---|
EWeaponOpType OperationType = EWeaponOpType::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOpRequest") |
AController* Controller = nullptr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOpRequest") |
FInstancedStruct Payload = FInstancedStruct() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOpRequest") |
FModifyWeaponBuildPayload
| Field declaration | Reflection |
|---|
FGuid BuildID = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "ModifyBuildPayload") |
FName PartID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "ModifyBuildPayload") |
FName ParentPartID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "ModifyBuildPayload") |
FName SocketName = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "ModifyBuildPayload") |
FGameplayTag InstalledSlotTag = FGameplayTag() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "ModifyBuildPayload") |
FCommonWeaponBuildPayload
| Field declaration | Reflection |
|---|
FGuid BuildID = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "CommonBuildPayload") |
FAssignedWeaponData
| Field declaration | Reflection |
|---|
FName SourceEquippedSlot = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AssignedWeaponData") |
FName ActualEquippedSlot = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AssignedWeaponData") |
FGuid WeaponGuid = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AssignedWeaponData") |
FPendingWeaponAttachment
| Field declaration | Reflection |
|---|
FGuid WeaponGuid = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PendingWeaponAttachment") |
EWeaponAttachmentOp Operation = EWeaponAttachmentOp::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PendingWeaponAttachment") |
FWeaponTransition
| Field declaration | Reflection |
|---|
FGuid HolsterWeapon = FGuid() | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="WeaponTransition") |
FGuid DrawWeapon = FGuid() | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="WeaponTransition") |
FWeaponBuildPartData
| Field declaration | Reflection |
|---|
FName PartID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildPartData") |
FName ParentPartID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildPartData") |
FName InstalledSlotName = FName() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildPartData") |
FGameplayTag InstalledSlotTag = FGameplayTag() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildPartData") |
FWeaponBuildData
| Field declaration | Reflection |
|---|
FGuid InstanceGuid = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildData") |
FName WeaponID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildData") |
TArray<FWeaponBuildPartData> Parts = TArray<FWeaponBuildPartData>() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildData") |
bool bValidated = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildData") |
bool bUsable = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponBuildData") |
FImportWeaponBuildPayload
| Field declaration | Reflection |
|---|
FWeaponBuildData Build = FWeaponBuildData() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "ImportWeaponBuildPayload") |
FAcquireWeaponPayload
| Field declaration | Reflection |
|---|
EWeaponAllocationType AllocationType = EWeaponAllocationType::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AcquirePayload") |
ECustomWeaponType WeaponType = ECustomWeaponType::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AcquirePayload") |
FEquipWeaponPayload
| Field declaration | Reflection |
|---|
APawn* Character = nullptr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "EquipWeaponPayload") |
FGuid WeaponGuid = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "EquipWeaponPayload") |
FGuid BuildID = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "EquipWeaponPayload") |
FName TargetSocket = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "EquipWeaponPayload") |
FWeaponInteractPayload
| Field declaration | Reflection |
|---|
FGuid WeaponGuid = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponInteractPayload") |
bool bState = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponInteractPayload") |
FPartValidationResult
| Field declaration | Reflection |
|---|
EWeaponValidationResult ResultType = EWeaponValidationResult::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PartValidationResult") |
bool bIsValid = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PartValidationResult") |
FString FailureReason = FString() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PartValidationResult") |
FGameplayTag ResolvedSlotTag = FGameplayTag() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PartValidationResult") |
FBuildValidationResult
| Field declaration | Reflection |
|---|
bool bIsValid = false | UPROPERTY(BlueprintReadWrite, EditAnywhere) |
EWeaponValidationResult ResultType = EWeaponValidationResult::None | UPROPERTY(BlueprintReadWrite, EditAnywhere) |
FString FailureReason | UPROPERTY(BlueprintReadWrite, EditAnywhere) |
FWeaponOperationRequest
| Field declaration | Reflection |
|---|
EWeaponOpType OperationType = EWeaponOpType::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOperationRequest") |
AActor* TargetPawn = nullptr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOperationRequest") |
FGuid WeaponGuid = FGuid() | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOperationRequest") |
FName PartID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOperationRequest") |
FName SocketName = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponOperationRequest") |
FWeaponRuntimeState
| Field declaration | Reflection |
|---|
FName WeaponID = NAME_None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponRuntimeState") |
int32 AmmoInClip = 0 | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponRuntimeState") |
int32 ReserveAmmo = 0 | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponRuntimeState") |
float Durability = 0.0f | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponRuntimeState") |
FGameplayTagContainer StateTags | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "WeaponRuntimeState") |
| Field declaration | Reflection |
|---|
FGameplayTagContainer RequiredTags | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "FilterTags") |
FGameplayTagContainer BlockedTags | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "FilterTags") |
FWeaponRuntimeData
| Field declaration | Reflection |
|---|
FName WeaponMasterID | UPROPERTY() |
TArray<FName> PartIDs | UPROPERTY() |
TArray<FName> AttachmentIDs | UPROPERTY() |
FWeaponReplicationData
| Field declaration | Reflection |
|---|
FName WeaponMasterID | UPROPERTY() |
TArray<FName> PartIDs | UPROPERTY() |
TArray<FName> AttachmentIDs | UPROPERTY() |
FWeaponLookupTables
| Field declaration | Reflection |
|---|
TMap<FName, EWeaponDBType> WeaponDBTypeLookup | UPROPERTY(BlueprintReadWrite, Category = "WeaponLookupTables|Reg") |
TMap<FName, TSoftObjectPtr<UPDA_WeaponMaster>> WeaponMasterCache | UPROPERTY(BlueprintReadWrite, Category = "WeaponLookupTables|Reg") |
TMap<FName, TSoftObjectPtr<UPDA_WeaponPart>> WeaponPartsCache | UPROPERTY(BlueprintReadWrite, Category = "WeaponLookupTables|Reg") |
TMap<FName, TSoftObjectPtr<UPDA_WeaponStatModificator>> StatModifierCache | UPROPERTY(BlueprintReadWrite, Category = "WeaponLookupTables|Reg") |
TMap<FName, TSoftObjectPtr<UPDA_SideEffectBase>> SideEffectCache | UPROPERTY(BlueprintReadWrite, Category = "WeaponLookupTables|Reg") |
TMap<FName, UPDA_WeaponMaster*> LoadedWeaponMaster | UPROPERTY(Transient) |
TMap<FName, UPDA_WeaponPart*> LoadedWeaponParts | UPROPERTY(Transient) |
TMap<FName, UPDA_WeaponStatModificator*> LoadedStatModifier | UPROPERTY(Transient) |
TMap<FName, UPDA_SideEffectBase*> LoadedSideEffects | UPROPERTY(Transient) |
FActiveRuntimeWeaponComponent
| Field declaration | Reflection |
|---|
FGuid InstanceID = FGuid() | UPROPERTY(BlueprintReadWrite, Category = "ActiveRuntimeWeaponComponent") |
EWeaponMeshType MeshType = EWeaponMeshType::None | UPROPERTY(BlueprintReadWrite, Category = "ActiveRuntimeWeaponComponent") |
TObjectPtr<USceneComponent> Component = nullptr | UPROPERTY(BlueprintReadWrite, Category = "ActiveRuntimeWeaponComponent") |
FGuid ParentID = FGuid() | UPROPERTY(BlueprintReadWrite, Category = "ActiveRuntimeWeaponComponent") |
FName SocketName | UPROPERTY(BlueprintReadWrite, Category = "ActiveRuntimeWeaponComponent") |
FWeaponFastArrayOpResult
| Field declaration | Reflection |
|---|
bool bSucceed = false | UPROPERTY(BlueprintReadWrite, Category = "WeaponFastArrayOpResult") |
FGuid InstanceID = FGuid() | UPROPERTY(BlueprintReadWrite, Category = "WeaponFastArrayOpResult") |
FWeaponDataEntry
| Field declaration | Reflection |
|---|
FName EntryID | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "FWeaponDataEntry") |
FGuid InstanceID | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "FWeaponDataEntry") |
EWeaponDBType DBType = EWeaponDBType::None | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "FWeaponDataEntry") |
EWeaponMeshType MeshType = EWeaponMeshType::None | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "FWeaponDataEntry|Mesh") |
FName SocketName | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "FWeaponDataEntry|Mesh") |
FWeaponDataArray
| Field declaration | Reflection |
|---|
TArray<FWeaponDataEntry> Data | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "FWeaponDataArray") |
AWeaponActorBase* Owner = nullptr | UPROPERTY(NotReplicated) |
FWeaponSocketArray
| Field declaration | Reflection |
|---|
TArray<FName> Sockets | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FSocketArray") |
| Field declaration | Reflection |
|---|
float EquipTime = 0.3f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMetaStats") |
float MoveSpeedMultiplierEquipped = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMetaStats") |
float MoveSpeedMultiplierInteracting = 0.95f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMetaStats") |
FWeaponMeleeDMGStats
| Field declaration | Reflection |
|---|
float Damage = 45.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeDMGStats") |
float HeavyAttackMultiplier = 1.6f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeDMGStats") |
FWeaponMeleeRangeStats
| Field declaration | Reflection |
|---|
float AttackRange = 180.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeRangeStats") |
float AttackAngle = 75.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeRangeStats") |
FWeaponMeleeTimings
| Field declaration | Reflection |
|---|
float AttackCooldown = 0.45f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeTimings") |
float WindUpTime = 0.12f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeTimings") |
FWeaponMeleeHandling
| Field declaration | Reflection |
|---|
float StaminaCostLight = 10.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeHandling") |
float StaminaCostHeavy = 25.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeHandling") |
FWeaponMeleeImpact
| Field declaration | Reflection |
|---|
float KnockbackForce = 350.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeImpact") |
float HitStopDuration = 0.05f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponMeleeImpact") |
FBallisticStats
| Field declaration | Reflection |
|---|
float Damage = 30.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FBallisticStats") |
float EffectiveRange = 3000.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FBallisticStats") |
float MaxRange = 8000.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FBallisticStats") |
float MuzzleVelocity = 80000.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FBallisticStats") |
float PenetrationPower = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FBallisticStats") |
FAccuracyStats
| Field declaration | Reflection |
|---|
float Spread = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FAccuracyStats") |
float SpreadPerShot = 0.15f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FAccuracyStats") |
float SpreadRecovery = 3.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FAccuracyStats") |
FFireStats
| Field declaration | Reflection |
|---|
float FireRateRPM = 600.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FFireStats") |
float FireWarmupTime = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FFireStats") |
int32 BurstCount = 3 | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FFireStats", meta=(ClampMin="2")) |
float BurstPauseTime = 0.08f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FFireStats") |
FRecoilStats
| Field declaration | Reflection |
|---|
float RecoilVertical = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats|Recoil") |
float RecoilHorizontal = 0.5f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats|Recoil") |
float RecoilRandomness = 0.3f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats|Recoil") |
float Kickback = 0.3f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats|Recoil") |
float KickbackRecovery = 0.1f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Stats|Recoil") |
FHandlingStats
| Field declaration | Reflection |
|---|
float AimDownSightTime = 0.25f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHandlingStats") |
float ReloadTime = 2.4f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHandlingStats") |
float MoveSpeedMultiplier = 0.9f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHandlingStats") |
float SprintOutTime = 0.2f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHandlingStats") |
FHeatStats
| Field declaration | Reflection |
|---|
float HeatPerShot = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHeatStats") |
float HeatCooldownRate = 5.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHeatStats") |
float OverheatThreshold = 100.f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FHeatStats") |
FWeaponThrow
| Field declaration | Reflection |
|---|
float ThrowForce = 1400.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponThrow") |
float ThrowCooldown = 1.2f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponThrow") |
float FuseTime = 3.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponThrow") |
FWeaponExplosionDamage
| Field declaration | Reflection |
|---|
float ExplosionDamage = 120.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponExplosionDamage") |
float ExplosionRadius = 450.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponExplosionDamage") |
float DamageFalloffExponent = 1.6f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponExplosionDamage") |
float SelfDamageMultiplier = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponExplosionDamage") |
| Field declaration | Reflection |
|---|
float EquipTimeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeta") |
float EquipTimeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeta") |
float MoveSpeedMultiplierEquippedAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeta") |
float MoveSpeedMultiplierEquippedMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeta") |
float MoveSpeedMultiplierInteractingAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeta") |
float MoveSpeedMultiplierInteractingMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeta") |
FModMeleeDamage
| Field declaration | Reflection |
|---|
float DamageAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeDamage") |
float DamageMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeDamage") |
float HeavyAttackMultiplierAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeDamage") |
float HeavyAttackMultiplierMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeDamage") |
FModMeleeRange
| Field declaration | Reflection |
|---|
float AttackRangeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeRange") |
float AttackRangeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeRange") |
float AttackAngleAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeRange") |
float AttackAngleMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeRange") |
FModMeleeTiming
| Field declaration | Reflection |
|---|
float AttackCooldownAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeTiming") |
float AttackCooldownMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeTiming") |
float WindUpTimeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeTiming") |
float WindUpTimeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeTiming") |
FModMeleeHandling
| Field declaration | Reflection |
|---|
float StaminaCostLightAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeHandling") |
float StaminaCostLightMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeHandling") |
float StaminaCostHeavyAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeHandling") |
float StaminaCostHeavyMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeHandling") |
FModMeleeImpact
| Field declaration | Reflection |
|---|
float KnockbackForceAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeImpact") |
float KnockbackForceMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeImpact") |
float HitStopDurationAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeImpact") |
float HitStopDurationMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModMeleeImpact") |
FModThrow
| Field declaration | Reflection |
|---|
float ThrowForceAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModThrow") |
float ThrowForceMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModThrow") |
float ThrowCooldownAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModThrow") |
float ThrowCooldownMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModThrow") |
float FuseTimeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModThrow") |
float FuseTimeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModThrow") |
FModExplosion
| Field declaration | Reflection |
|---|
float ExplosionDamageAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float ExplosionDamageMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float ExplosionRadiusAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float ExplosionRadiusMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float DamageFalloffExponentAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float DamageFalloffExponentMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float SelfDamageMultiplierAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
float SelfDamageMultiplierMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModExplosion") |
FModDamage
| Field declaration | Reflection |
|---|
float DamageAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModDamage") |
float DamageMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModDamage") |
FModFire
| Field declaration | Reflection |
|---|
float FireRateRPMAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
float FireRateRPMMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
float BurstCountAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
float BurstPauseTimeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
float BurstPauseTimeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
float FireWarmupTimeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
float FireWarmupTimeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModFire") |
FModAccuracy
| Field declaration | Reflection |
|---|
float SpreadAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAccuracy") |
float SpreadMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAccuracy") |
float SpreadPerShotAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAccuracy") |
float SpreadPerShotMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAccuracy") |
float SpreadRecoveryAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAccuracy") |
float SpreadRecoveryMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAccuracy") |
FModRecoil
| Field declaration | Reflection |
|---|
float RecoilVerticalAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModRecoil") |
float RecoilVerticalMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModRecoil") |
float RecoilHorizontalAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModRecoil") |
float RecoilHorizontalMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModRecoil") |
float KickbackAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModRecoil") |
float KickbackMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModRecoil") |
FModReload
| Field declaration | Reflection |
|---|
float ReloadTimeAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModReload") |
float ReloadTimeMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModReload") |
FModAmmo
| Field declaration | Reflection |
|---|
int32 MagazineSizeAdd = 0 | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAmmo") |
float HeatAdd = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAmmo") |
float HeatDissipationMult = 1.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="FModAmmo") |
FWeaponRuntimeStats
| Field declaration | Reflection |
|---|
FWeaponMetaStats MetaStats = FWeaponMetaStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponMeleeDMGStats MeleeDamage = FWeaponMeleeDMGStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponMeleeRangeStats MeleeRange = FWeaponMeleeRangeStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponMeleeTimings MeleeTimings = FWeaponMeleeTimings() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponMeleeHandling MeleeHandling = FWeaponMeleeHandling() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponMeleeImpact MeleeImpact = FWeaponMeleeImpact() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FBallisticStats Ballistics = FBallisticStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FFireStats Fire = FFireStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FAccuracyStats Accuracy = FAccuracyStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FRecoilStats Recoil = FRecoilStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FHandlingStats Handling = FHandlingStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FHeatStats Heat = FHeatStats() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
float JamChance = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponThrow ThrowStats = FWeaponThrow() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponExplosionDamage ExplosionDamage = FWeaponExplosionDamage() | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="WeaponRuntimeStats") |
FWeaponStateEntry
| Field declaration | Reflection |
|---|
FGameplayTag EntryTag = FGameplayTag() | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "WeaponStateEntry") |
FWeaponStateArray
| Field declaration | Reflection |
|---|
TArray<FWeaponStateEntry> Data | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "WeaponStateArray") |
UAC_WeaponGameplayComp* Owner = nullptr | UPROPERTY(NotReplicated) |
I_WeaponAnim
Source: Public/Interfaces/I_WeaponAnim.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|WeaponAnim")
void GetWeaponSocketTransform(const FName SocketName, const ERelativeTransformSpace TransformSpace, FTransform& SocketTransform);
I_WeaponController
Source: Public/Interfaces/I_WeaponController.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Controller")
UAC_WeaponNetComp* GetWeaponNetComp();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Controller")
void AcquireWeaponExternal(const ECustomWeaponType& WeaponType, AActor* Owner);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Controller")
void WeaponAcquiredCallback(APawn* OwnerPawn, FGuid WeaponGuid);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Controller")
void WeaponUnequipCallback(const EWeaponAllocationType& AllocationType, const ECustomWeaponType& WeaponType, AActor* WeaponRef);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Controller")
void BuildCreatedCallback(const FGuid BuildID);
I_WeaponPawn
Source: Public/Interfaces/I_WeaponPawn.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Pawn")
void PlayWeaponDrawAnimation(const FGuid WeaponGuid);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Pawn")
void PlayWeaponHolsterAnimation(const FGuid WeaponGuid);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Pawn")
FGuid GetWeaponGuidByHolsterIndex(int32 HolsterIndex);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Weapon Subsystem|Interfaces|Pawn")
USkeletalMeshComponent* GetCharMesh();
WeaponDataManager
Source: Public/Manager/WeaponDataManager.h.
Properties
| Field declaration | Reflection |
|---|
TMap<EWeaponDBType, FName> WeaponDBLookup | UPROPERTY() |
FWeaponLookupTables Lookup | UPROPERTY() |
TObjectPtr<UAssetManager> AssetManager | UPROPERTY() |
Reflected Functions
UFUNCTION()
void OnWeaponDatabaseLoaded(UPDA_WeaponDatabase* LoadedDatabasePtr);
UFUNCTION()
void OnWeaponPartsDatabaseLoaded(UPDA_WeaponPartsDatabase* LoadedDatabase);
UFUNCTION()
void OnStatModifierDatabaseLoaded(UPDA_StatModifierDatabase* LoadedDatabase);
UFUNCTION()
void OnSideEffectDatabaseLoaded(UPDA_SideEffectDatabase* LoadedDatabase);
WeaponRuntimeBuilder
Source: Public/Manager/WeaponRuntimeBuilder.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UWeaponDataManager> DataManager | UPROPERTY() |
AsyncResolveWeaponAsset
Source: Public/System/AsyncResolveWeaponAsset.h.
Properties
| Field declaration | Reflection |
|---|
FOnWeaponAssetLoaded Completed | UPROPERTY(BlueprintAssignable) |
UWeaponDataManager* DataManager = nullptr | UPROPERTY() |
Reflected Functions
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true"), Category="Weapon Subsystem|BP Lib|Async Func")
static UAsyncResolveWeaponAsset* AsyncResolveWeaponAsset(FName ItemID);
WeaponCommonFuncLib
Source: Public/System/WeaponCommonFuncLib.h.
Reflected Functions
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateBuildOp(AController* RequestingController, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateAddPartToBuildOp(AController* RequestingController, FGuid BuildID, FName PartID, FName ParentPartID, FName SocketName, FGameplayTag InstalledSlotTag, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateRemovePartFromBuildOp(AController* RequestingController, FGuid BuildID, FName PartID, FName ParentPartID, FName SocketName, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateValidateBuildOp(AController* RequestingController, FGuid BuildID, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateDeleteBuildOp(AController* RequestingController, FGuid BuildID, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateImportBuildOp(AController* RequestingController, const FWeaponBuildData& Build, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateFetchBuildOp(AController* RequestingController, FGuid BuildID, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateAcquireOp(AController* RequestingController, EWeaponAllocationType AllocationType, ECustomWeaponType WeaponType, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateEquipOp(AController* RequestingController, APawn* Character, FGuid WeaponGuid, FGuid BuildID, FName TargetSocket, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateUnequipOp(AController* RequestingController, APawn* Character, FGuid WeaponGuid, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateUseOp(AController* RequestingController, FGuid WeaponGuid, FName TargetSocket, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateWeaponAttackOp(AController* RequestingController, bool bCondition, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateReloadOp(AController* RequestingController, bool& bSucceed, FString& FailureReason);
UFUNCTION(BlueprintPure, Category = "Weapon Subsystem|BP Lib|Operations")
static FWeaponOpRequest CreateTriggerFiremodeOp(AController* RequestingController, bool& bSucceed, FString& FailureReason);
WeaponUIHelper
Source: Public/System/WeaponUIHelper.h.
Reflected Functions
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|BP Lib|UI", meta=(AutoCreateRefTerm="Slate", AdvancedDisplay="VisualPivot"))
static UDragDropOperation* CreateWeaponPartDragDropOp(APlayerController* PlayerController, EWeaponPartType PartType, UPrimaryDataAsset* LoadedDataAsset, const FSlateBrush& Slate, EDragPivot VisualPivot, bool& bSucceed, FString& FailureReason);
WeaponDragVisual
Source: Public/UI/WeaponDragVisual.h.
Properties
| Field declaration | Reflection |
|---|
UTexture2D* PayloadTexture = nullptr | UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "WeaponPayload") |
WeaponPartPayload
Source: Public/UI/WeaponPartPayload.h.
Properties
| Field declaration | Reflection |
|---|
EWeaponPartType PartType = EWeaponPartType::None | UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "WeaponPayload") |
FName PartID = NAME_None | UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "WeaponPayload") |
UPrimaryDataAsset* Data = nullptr | UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "WeaponPayload") |
WeaponSettings
Source: Public/WeaponSettings.h.
Properties
| Field declaration | Reflection |
|---|
TArray<TSoftObjectPtr<UPDA_WeaponDatabase>> WeaponMasterDBs | UPROPERTY( EditAnywhere, Config, Category="Data|TableArrays") |
TArray<TSoftObjectPtr<UPDA_WeaponPartsDatabase>> WeaponPartsDBs | UPROPERTY( EditAnywhere, Config, Category="Data|TableArrays") |
TArray<TSoftObjectPtr<UPDA_StatModifierDatabase>> StatModifierDBs | UPROPERTY( EditAnywhere, Config, Category="Data|TableArrays") |
TArray<TSoftObjectPtr<UPDA_SideEffectDatabase>> SideEffectsDBs | UPROPERTY( EditAnywhere, Config, Category="Data|TableArrays") |
int32 NumDefaultSkelCompsBase = 1 | UPROPERTY( EditAnywhere, Config, Category="Actors|WeaponActorBase", meta=(DisplayName = "Number of default Skeletal components")) |
int32 NumDefaultStaticCompsBase = 1 | UPROPERTY( EditAnywhere, Config, Category="Actors|WeaponActorBase", meta=(DisplayName = "Number of default Static components")) |
int32 NumDefaultSkelCompsMelee = 0 | UPROPERTY( EditAnywhere, Config, Category="Actors|Melee Weapons", meta=(DisplayName = "Number of default Skeletal components")) |
int32 NumDefaultStaticCompsMelee = 1 | UPROPERTY( EditAnywhere, Config, Category="Actors|Melee Weapons", meta=(DisplayName = "Number of default Static components")) |
int32 NumDefaultSkelCompsRange = 1 | UPROPERTY( EditAnywhere, Config, Category="Actors|Range Weapons", meta=(DisplayName = "Number of default Skeletal components")) |
int32 NumDefaultStaticCompsRange = 20 | UPROPERTY( EditAnywhere, Config, Category="Actors|Range Weapons", meta=(DisplayName = "Number of default Static components")) |
int32 NumDefaultSkelCompsThrowable = 1 | UPROPERTY( EditAnywhere, Config, Category="Actors|Throwable Weapons", meta=(DisplayName = "Number of default Skeletal components")) |
int32 NumDefaultStaticCompsThrowable = 1 | UPROPERTY( EditAnywhere, Config, Category="Actors|Throwable Weapons", meta=(DisplayName = "Number of default Static components")) |
TSoftClassPtr<UWeaponDragVisual> DragVisual = nullptr | UPROPERTY(EditAnywhere, Config, Category="UI|DragDrop") |
WeaponSubsystem
Source: Public/WeaponSubsystem.h.
Properties
| Field declaration | Reflection |
|---|
TMap<AController*, TWeakObjectPtr<UAC_WeaponNetComp>> RegisteredNetComps | UPROPERTY() |
TMap<APawn*, TWeakObjectPtr<UAC_WeaponCharComp>> RegisteredCharComps | UPROPERTY() |
TMap<FGuid, TWeakObjectPtr<UAC_WeaponGameplayComp>> RegisteredWeaponComps | UPROPERTY() |
TMap<FGuid, FWeaponBuildData> BuildRegistry | UPROPERTY() |
TMap<FGuid, TWeakObjectPtr<AWeaponActorBase>> WeaponRegistry | UPROPERTY() |
TMap<TWeakObjectPtr<AWeaponActorBase>, FGuid> WeaponRegistryRecursive | UPROPERTY() |
UWeaponDataManager* DataManager | UPROPERTY() |
UWeaponRuntimeBuilder* RuntimeBuilder | UPROPERTY() |
FOnUpdateTick OnUpdateTickDelegate | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|Subsystem") |
FOnExternalRemoveItems OnExternalRemoveItems | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|Subsystem") |
FOnExternalRemoveCallback OnExternalRemoveCallback | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|Subsystem") |
FOnExternalAddItems OnExternalAddItems | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|Subsystem") |
FOnExternalAddCallback OnExternalAddCallback | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|Subsystem") |
FOnScreenMessageTriggered OnScreenMessageTriggered | UPROPERTY(BlueprintAssignable, Category = "Weapon Subsystem|Delegates|Subsystem") |
Reflected Functions
UFUNCTION()
void RequestCompRegistration(const bool bRegister, UActorComponent* InComponent);
UFUNCTION()
bool RegisterReplicatedActor(FGuid ActorID, AWeaponActorBase* Actor);
UFUNCTION()
void UnRegisterReplicatedActor(FGuid ActorID);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
void QueueWeaponOperation(const bool bCondition, const FString Message, const FWeaponOpRequest Request);
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
AWeaponActorBase* GetWeaponRefByGuid(FGuid ActorID, bool& bValid) const;
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
FGuid GetWeaponGuidByActorRef(AWeaponActorBase* ActorRef, bool& bValid) const;
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
UAC_WeaponNetComp* GetNetCompForController(AController* Controller, bool& bValid) const;
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
UAC_WeaponCharComp* GetCharCompForCharacter(APawn* Character, bool& bValid) const;
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
void DumpWeaponDBLookup() const;
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
void DumpWeaponLookupTables() const;
UFUNCTION(BlueprintCallable, Category = "Weapon Subsystem|Subsystem")
void DumpBuildData(const FWeaponBuildData& Build);
GunActor
Source: Public/WorldActors/GunActor.h.
Properties
| Field declaration | Reflection |
|---|
class UGunComponent* GunComponent | UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Actor|Components") |
TArray<UObject*> ActualWeaponData | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Actor|GunClass") |
TMap<FName, UStaticMeshComponent*> StaticMeshMap | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Actor|GunClass") |
TMap<FName, USkeletalMeshComponent*> SkeletalMeshMap | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Actor|GunClass") |
USkeletalMeshComponent* WeaponBodyMain = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components") |
USpotLightComponent* LightComponent = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components") |
UAudioComponent* BodyAudioComp = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components|Audio") |
UAudioComponent* TriggerAudioComp = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components|Audio") |
UAudioComponent* ChamberAudioComp = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components|Audio") |
UAudioComponent* TailAudioComp = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components|Audio") |
UAudioComponent* ShotAudioComp = nullptr | UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Actor|Components|Audio") |
FOnWeaponFiredold OnWeaponFired | UPROPERTY(BlueprintAssignable, Category = "Weapon|Delegates") |
Reflected Functions
UFUNCTION()
void OnRep_WeaponStatsChanged();
UFUNCTION()
void OnRep_RecoilStatsChanged();
UFUNCTION()
void OnRep_MagazineStatsChanged();
UFUNCTION()
void OnRep_FlashlightStatsChanged();
UFUNCTION()
void UpdateWeaponStats();
UFUNCTION()
void UpdateRecoilStats();
UFUNCTION()
void HandleWeaponFire(AGunActor* InActor);
UFUNCTION()
void BuildWeaponBody();
UFUNCTION()
void CleanUpMeshes();
UFUNCTION()
UStaticMeshComponent* CreateAndAttachStaticMeshComponent(FName Name, UStaticMesh* Mesh, FName Socket);
UFUNCTION()
USkeletalMeshComponent* CreateAndAttachSkeletalMeshComponent(FName Name, USkeletalMesh* Mesh, FName Socket);
UFUNCTION()
static void PerformDeferredAttachments();
UFUNCTION()
static USceneComponent* FindComponentWithSocket(USceneComponent* Root, const FName& SocketName);
UFUNCTION()
void UpdateStatsAfterShot();
UFUNCTION(BlueprintCallable)
void ToggleFlashlight();
UFUNCTION(BlueprintCallable)
UObject* AttachNewMagazine(UObject* MagazineObject);
UFUNCTION(BlueprintCallable)
void HandleShot();
UFUNCTION(BlueprintCallable)
void ShotVFX();
UFUNCTION(BlueprintCallable)
void ShotSFX();
UFUNCTION(CallInEditor, Category = "Actor")
void RebuildManually();
WeaponActorBase
Source: Public/WorldActors/WeaponActorBase.h.
Properties
| Field declaration | Reflection |
|---|
TObjectPtr<UAC_WeaponGameplayComp> GameplayComponent | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon|Components") |
EWeaponAllocationType AllocationType = EWeaponAllocationType::External | UPROPERTY() |
ECustomWeaponType WeaponType = ECustomWeaponType::None | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Actor|Config") |
FGameplayTag WeaponTypeDetails | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor|Config") |
FName WeaponID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Actor|Config") |
FWeaponDataArray WeaponRuntimeData | UPROPERTY(ReplicatedUsing=OnRep_WeaponDataArray) |
FGuid ActorNetGuid | UPROPERTY(ReplicatedUsing=OnRep_ActorNetGuid, VisibleAnywhere, BlueprintReadOnly, Category="Actor|State") |
FGuid BuildID | UPROPERTY(ReplicatedUsing=OnRep_BuildID) |
FWeaponRuntimeStats RuntimeStats | UPROPERTY(ReplicatedUsing=OnRep_WeaponStats, VisibleAnywhere, BlueprintReadOnly, Category="Weapon|RuntimeState") |
UWeaponRuntimeBuilder* RuntimeBuilder | UPROPERTY(meta=(AllowPrivateAccess)) |
FGuid TemporaryBuildCache | UPROPERTY() |
bool bIsRegistered = false | UPROPERTY() |
TWeakObjectPtr<APawn> CachedOwner | UPROPERTY() |
TArray<TObjectPtr<USkeletalMeshComponent>> FreeSKComponents | UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category="Weapon|RuntimeState") |
TArray<TObjectPtr<UStaticMeshComponent>> FreeSMComponents | UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category="Weapon|RuntimeState") |
TMap<FGuid, FActiveRuntimeWeaponComponent> ActiveComponentMap | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon|RuntimeState", meta=(AllowPrivateAccess="true")) |
TMap<FGuid, FWeaponSocketArray> AvailableSockets | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon|RuntimeState", meta=(AllowPrivateAccess="true")) |
FOnActorNetGuidSignature OnActorNetGuidReplicated | UPROPERTY(BlueprintAssignable, Category="Actor|Delegates") |
FOnWeaponStateChangedSignature OnWeaponStateChanged | UPROPERTY(BlueprintAssignable, Category="Actor|Delegates") |
Reflected Functions
UFUNCTION(BlueprintCallable, Category="Actor|Weapon Subsystem")
const TArray<FWeaponDataEntry>& GetWeaponData() const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="Actor|Weapon Subsystem")
FGuid GetBuildID() const;
UFUNCTION(BlueprintCallable, Category="Actor|Weapon Subsystem")
void OverrideWeaponType(ECustomWeaponType NewType);
UFUNCTION()
void OnRep_ActorNetGuid();
UFUNCTION()
void OnRep_BuildID();
UFUNCTION()
void OnRep_WeaponDataArray();
UFUNCTION()
void OnRep_WeaponStats();