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| virtual void | BeginPlay () override |
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| virtual void | Aiming (bool bIsAiming) override |
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| virtual void | LockOnTarget () |
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| virtual void | SetupWeaponEffects () |
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| void | LogDebugMessage (const FString &Message, const bool bError=false) const |
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| void | Server_InitWeapon () |
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| virtual void | InitWeapon () override |
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| virtual void | Fire (const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) override |
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| virtual void | Reload (const float ReloadTime) override |
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| virtual void | CancelReload () override |
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| virtual void | SwitchAutoMode () override |
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| virtual void | BlindFireWeapon (const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) override |
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| virtual void | AddAttachment (const FString &AttachmentID) override |
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| virtual void | ToggleAttachment (const EAttachmentType &AttachmentType) override |
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| virtual void | MoveUMG (bool bIsRightShoulder) override |
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| virtual FWeaponData_T | GetWeaponData () const override |
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| virtual FWeaponStats_T | GetWeaponStats () const override |
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| virtual EWeaponType | GetWeaponType () const override |
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| virtual EWeaponFireMode | GetFireMode () const override |
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| virtual FTransform | GetPivotPoint () const override |
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| virtual FTransform | GetAimDownSightSocket () const override |
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| virtual float | GetWeaponFOV () const override |
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| virtual bool | IsClipEmpty () const override |
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| virtual void | SetWeaponData (const FWeaponData_T NewWeaponData) override |
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| virtual void | SetWeaponShouldAutoReload (const bool bValue) override |
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| virtual void | SetWeaponMesh (USkeletalMesh *SkeletalMesh) override |
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| virtual void | SetMuzzleOffset (const FVector &Location, const FRotator &Rotation) override |
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| virtual void | SetRecoilPivotPoint (const FVector &Location, const FRotator &Rotation) override |
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| virtual void | SetWeaponMeshHidden (const bool bValue) override |
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| void | Multicast_SetWeaponMeshHidden (const bool bValue) |
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| virtual void | SetDebuggingStats (const bool bDebug, const bool bInfinite, const bool bBottomless) override |
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| virtual void | ToggleLaser (const bool bForceOff=false) |
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| void | ReceiveFire (FHitResult Hit, APawn *InstigatorPawn) |
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| TArray< FWeaponModifiers > | GetAllWeaponAttachmentModifiers () const |
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| TArray< FWeaponAttachment > | GetAllWeaponAttachments () const |
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| FWeaponAttachment | GetWeaponAttachment (const FString &AttachmentID) const |
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| bool | RemoveAttachment (const FString AttachmentID, const EAttachmentType AttachmentType) |
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| void | RemoveAllAttachments () |
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| bool | CanShoot () const |
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| float | GetAccuracyMultiplier () const |
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| void | ApplyDamageToActor (const FHitResult &Hit, FVector ShotDirection, float Multiplier=1.0f) |
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| void | ServerFire (const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) |
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| void | ServerSetReloading (const bool bReloading) |
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| void | ServerReload () |
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| virtual void | Server_SetWeaponShouldAutoReload (const bool bValue) |
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| void | CalculateBulletSpread (FVector &NewBulletSpread) const |
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| virtual float | CalculateDistanceDamage (const float Distance) const |
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| virtual FHitResult | BlindFireWeaponTrace (const float Accuracy, const AActor *ActorToIgnore=nullptr) |
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| virtual bool | LineTrace (FHitResult &Hit, FVector &ShotDirection, const FLinearColor &Color=FLinearColor::Green, const FVector &CustomLineEnd=FVector::ZeroVector) const |
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| void | OnMeshReplicated () |
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| void | OnRep_WeaponStats () |
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A class representing a projectile-based weapon framework.
This class inherits from AWeaponFramework and provides functionality for projectile-based weapons.
- See also
- ProjectileWeaponFramework
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AWeaponFramework