24 UFUNCTION(BlueprintCallable, Category =
"Weapons")
25 virtual
void InitWeapon() = 0;
27 UFUNCTION(BlueprintCallable, Category = "Weapons")
28 virtual
void Fire(const FVector
Location, const FRotator Rotation, const AActor* ActorToIgnore, const
float Accuracy) = 0;
29 UFUNCTION(BlueprintCallable, Category = "Weapons")
30 virtual
void Reload(
float ReloadTime) = 0;
31 UFUNCTION(BlueprintCallable, Category = "Weapons")
32 virtual
void CancelReload() = 0;
33 UFUNCTION(BlueprintCallable, Category = "Weapons")
34 virtual
void SwitchAutoMode() = 0;
35 UFUNCTION(BlueprintCallable, Category = "Weapons")
36 virtual
void BlindFireWeapon(const FVector
Location,const FRotator Rotation, const AActor* ActorToIgnore, const
float Accuracy) = 0;
39 UFUNCTION(BlueprintCallable, Category = "Weapon|Attachments")
40 virtual
void AddAttachment(const FString& AttachmentID) = 0;
41 UFUNCTION(BlueprintCallable, Category = "Weapons")
45 UFUNCTION(BlueprintCallable, Category = "Weapons")
46 virtual
void MoveUMG(
bool bIsRightShoulder) = 0;
47 UFUNCTION(BlueprintCallable, Category = "Weapons")
48 virtual
void Aiming(
bool bIsAiming) = 0;
51 UFUNCTION(BlueprintCallable, Category = "Weapons")
53 UFUNCTION(BlueprintCallable, Category = "Weapons")
55 UFUNCTION(BlueprintCallable, Category="Weapons")
58 UFUNCTION(BlueprintCallable, Category = "Weapons|Recoil")
59 virtual FTransform GetPivotPoint() const = 0;
60 UFUNCTION(BlueprintCallable, Category = "Weapons|ADS")
61 virtual FTransform GetAimDownSightSocket() const = 0;
62 UFUNCTION(BlueprintCallable, Category = "Weapons|ADS")
63 virtual
float GetWeaponFOV() const = 0;
75 UFUNCTION(BlueprintCallable, Category = "Weapons|ADS")
76 virtual
void SetWeaponShouldAutoReload(const
bool bValue) = 0;
78 UFUNCTION(BlueprintCallable, Category = "Weapons")
81 UFUNCTION(BlueprintCallable, Category = "Weapon")
82 virtual
bool IsClipEmpty() const = 0;
84 UFUNCTION(BlueprintCallable, Category = "Weapons")
87 UFUNCTION(BlueprintCallable, Category = "Weapons")
88 virtual
void SetWeaponMesh(USkeletalMesh* SkeletalMesh) = 0;
89 UFUNCTION(BlueprintCallable, Category = "Weapons")
90 virtual
void SetMuzzleOffset(const FVector&
Location, const FRotator& Rotation) = 0;
91 UFUNCTION(BlueprintCallable, Category = "Weapons")
92 virtual
void SetRecoilPivotPoint(const FVector&
Location, const FRotator& Rotation) = 0;
95 UFUNCTION(BlueprintCallable, Category = "Weapons")
96 virtual
void SetWeaponMeshHidden(const
bool bValue) = 0;
98 virtual
void SetDebuggingStats(const
bool bDebug, const
bool bInfinite, const
bool bBottomless) = 0;