22 virtual void SetAmmo(
const int32 CurrentAmmo,
const int32 TotalAmmo)
override;
23 virtual void UpdateWeapons(
const TArray<FWeaponData_T>& Weapons,
const int32 CurrentWeaponIndex)
override;
27 UFUNCTION(BlueprintPure, BlueprintCallable, Category=
"Weapons")
28 int32 GetLastWeaponIndex()
const{
return LastWeaponIndex;};
33 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category=
"Weapon System")
34 void OnWeaponsChanged(const TArray<
FWeaponData_T> & OutWeaponsInventory, const int32 CurrentWeapon);
35 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Weapon
System")
37 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Weapon
System")
38 void OnAmmoChanged(const int32 CurrentAmmo, const int32 TotalAmmo);
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Weapons")
44 virtual
bool Initialize() override;
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapon
System")
47 class UTextBlock* CurrentAmmoTextBlock;
48 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapon
System")
49 class UTextBlock* CurrentTotalAmmoTextBlock;
50 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapon
System")
51 class UHorizontalBox* WeaponSlotsBox;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon
System")
57 UPROPERTY(EditAnywhere, Category="Weapon
System")
60 int32 MaxNumberOfWeaponsDisplayed;
61 int32 LastWeaponIndex = 99;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13