25 explicit AWeaponPickup(
const FObjectInitializer& ObjectInitializer);
30 UFUNCTION(BlueprintCallable, Category=
"Weapons|Pickup")
31 virtual void WeaponDroppedEvent(
const FWeaponData_T& DroppedWeaponData)
override;
33 UFUNCTION(BlueprintCallable, Category=
"Weapons|Pickup")
34 virtual void AddImpulseToWeapon(
const FVector& Impulse,
const FName& BoneName = NAME_None,
const bool bVelChange =
false)
override;
36 virtual void OnFinishSpawning()
override;
38 UFUNCTION(NetMulticast, Reliable, Category=
"Pickup")
39 virtual
void MulticastOnFinishSpawning();
42 virtual
void OnConstruction(const FTransform& Transform) override;
43 virtual
void BeginPlay() override;
45 UFUNCTION(BlueprintCallable, Category="Weapons|
Pickup")
47 UFUNCTION(BlueprintCallable, Category="Weapons|
Pickup")
48 void SetAttachments();
49 UFUNCTION(BlueprintCallable, Category="Weapons|
Pickup")
50 void AddAttachment(const FString& AttachmentID);
52 UFUNCTION(NetMulticast, Reliable, Category="Weapons|
Pickup")
53 virtual
void Multicast_WeaponDroppedEvent(const
FWeaponData_T& DroppedWeaponData);
57 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Pickup")
58 bool bManuallySpawned = true;
61 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "
Pickup")
62 FString WeaponID = "DefaultWeapon";
64 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Pickup")
65 bool bOverrideWeaponData = false;
67 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "
Pickup", meta=(EditCondition="bOverrideWeaponData"))
72 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
73 class USkeletalMeshComponent* GunMesh;
74 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
75 class UCapsuleComponent* CapsuleComponent;
78 virtual
void OnInteract(AActor* Caller, const int32 InteractionType) override;
79 virtual
void InteractionComplete() override;
80 virtual
void OnEndInteract(AActor* Caller) override;
81 virtual
bool OnOverlap(AActor* Caller) override;
82 virtual
void StartFocus() override;
83 virtual
void EndFocus() override;
86 virtual
void ToggleSwitch(AActor* Caller,
bool bOn) override;
87 virtual FVector GetInteractionLocation() const override;
88 virtual UPrimitiveComponent* GetGrabComponent()
const override{
return Cast<UPrimitiveComponent>(RootComponent);};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13