| AccuracyMultiplier | AWeaponFramework | private |
| ActorsToIgnore | AWeaponFramework | protected |
| AddAttachment(const FString &AttachmentID) override | AWeaponFramework | protectedvirtual |
| AddWeaponAttachments() | AWeaponFramework | private |
| Aiming(bool bIsAiming) override | AWeaponFramework | protectedvirtual |
| ApplyDamageToActor(const FHitResult &Hit, FVector ShotDirection, float Multiplier=1.0f) | AWeaponFramework | protected |
| AttachmentComponents | AWeaponFramework | protected |
| AWeaponFramework() | AWeaponFramework | |
| bBottomlessClip | AWeaponFramework | |
| bDebuggingMode | AWeaponFramework | |
| BeginPlay() override | AWeaponFramework | protectedvirtual |
| bInfiniteAmmo | AWeaponFramework | |
| bIsBeingReloaded | AWeaponFramework | private |
| bLaserOn | AWeaponFramework | private |
| BlindFireTraceColor | AWeaponFramework | |
| BlindFireWeapon(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) override | AWeaponFramework | protectedvirtual |
| BlindFireWeaponTrace(const float Accuracy, const AActor *ActorToIgnore=nullptr) | AWeaponFramework | protectedvirtual |
| bReturnPhysicalMaterial | AWeaponFramework | |
| bTraceComplex | AWeaponFramework | |
| bWeaponEffectsSetup | AWeaponFramework | private |
| CalculateBulletSpread(FVector &NewBulletSpread) const | AWeaponFramework | protected |
| CalculateDistanceDamage(const float Distance) const | AWeaponFramework | protectedvirtual |
| CancelReload() override | AWeaponFramework | protectedvirtual |
| CanShoot() const | AWeaponFramework | protected |
| CurrentWeaponStats | AWeaponFramework | private |
| DrawDebugColorDarkMultiplier | AWeaponFramework | |
| DrawDebugColorLightMultiplier | AWeaponFramework | |
| DrawDebugPointSize | AWeaponFramework | |
| DrawDebugTime | AWeaponFramework | |
| Fire(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) override | AWeaponFramework | protectedvirtual |
| GetAccuracyMultiplier() const | AWeaponFramework | inlineprotected |
| GetAimDownSightSocket() const override | AWeaponFramework | protectedvirtual |
| GetAllWeaponAttachmentModifiers() const | AWeaponFramework | protected |
| GetAllWeaponAttachments() const | AWeaponFramework | protected |
| GetFireMode() const override | AWeaponFramework | inlineprotectedvirtual |
| GetPivotPoint() const override | AWeaponFramework | inlineprotectedvirtual |
| GetWeaponAttachment(const FString &AttachmentID) const | AWeaponFramework | protected |
| GetWeaponData() const override | AWeaponFramework | inlineprotectedvirtual |
| GetWeaponFOV() const override | AWeaponFramework | protectedvirtual |
| GetWeaponStats() const override | AWeaponFramework | protectedvirtual |
| GetWeaponType() const override | AWeaponFramework | inlineprotectedvirtual |
| GunMeshComponent | AWeaponFramework | protected |
| HitscanWeaponComponent | AWeaponFramework | protected |
| InitWeapon() override | AWeaponFramework | protectedvirtual |
| IsClipEmpty() const override | AWeaponFramework | inlineprotectedvirtual |
| LineTrace(FHitResult &Hit, FVector &ShotDirection, const FLinearColor &Color=FLinearColor::Green, const FVector &CustomLineEnd=FVector::ZeroVector) const | AWeaponFramework | protectedvirtual |
| LogDebugMessage(const FString &Message, const bool bError=false) const | AWeaponFramework | protected |
| MainTraceColor | AWeaponFramework | |
| MoveUMG(bool bIsRightShoulder) override | AWeaponFramework | protectedvirtual |
| Multicast_SetWeaponMeshHidden(const bool bValue) | AWeaponFramework | protected |
| Muzzle | AWeaponFramework | protected |
| OnMeshReplicated() | AWeaponFramework | protected |
| OnRep_WeaponStats() | AWeaponFramework | protected |
| OwnerPawn | AWeaponFramework | protected |
| ProjectileClass | AWeaponFramework | protected |
| ProjectileWeaponComponent | AWeaponFramework | protected |
| ReceiveFire(FHitResult Hit, APawn *InstigatorPawn) | AWeaponFramework | protected |
| RecoilPivotPoint | AWeaponFramework | protected |
| Reload(const float ReloadTime) override | AWeaponFramework | protectedvirtual |
| ReloadTimerHandle | AWeaponFramework | private |
| RemoveAllAttachments() | AWeaponFramework | protected |
| RemoveAttachment(const FString AttachmentID, const EAttachmentType AttachmentType) | AWeaponFramework | protected |
| SceneRoot | AWeaponFramework | protected |
| Server_InitWeapon() | AWeaponFramework | protected |
| Server_SetWeaponShouldAutoReload(const bool bValue) | AWeaponFramework | protectedvirtual |
| ServerFire(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy) | AWeaponFramework | protected |
| ServerReload() | AWeaponFramework | protected |
| ServerSetReloading(const bool bReloading) | AWeaponFramework | protected |
| ServerShoot() | AWeaponFramework | protectedvirtual |
| SetDebuggingStats(const bool bDebug, const bool bInfinite, const bool bBottomless) override | AWeaponFramework | inlineprotectedvirtual |
| SetMuzzleOffset(const FVector &Location, const FRotator &Rotation) override | AWeaponFramework | protectedvirtual |
| SetRecoilPivotPoint(const FVector &Location, const FRotator &Rotation) override | AWeaponFramework | protectedvirtual |
| SetupWeaponEffects() | AWeaponFramework | protectedvirtual |
| SetWeaponData(const FWeaponData_T NewWeaponData) override | AWeaponFramework | inlineprotectedvirtual |
| SetWeaponFireMode() | AWeaponFramework | private |
| SetWeaponMesh(USkeletalMesh *SkeletalMesh) override | AWeaponFramework | protectedvirtual |
| SetWeaponMeshHidden(const bool bValue) override | AWeaponFramework | protectedvirtual |
| SetWeaponShouldAutoReload(const bool bValue) override | AWeaponFramework | protectedvirtual |
| ShootHitScan() | AWeaponFramework | private |
| ShootProjectile() | AWeaponFramework | private |
| SwitchAutoMode() override | AWeaponFramework | protectedvirtual |
| ToggleAttachment(const EAttachmentType &AttachmentType) override | AWeaponFramework | protectedvirtual |
| ToggleLaser(const bool bForceOff=false) | AWeaponFramework | protectedvirtual |
| TraceActorToIgnore | AWeaponFramework | protected |
| TraceDistanceTooClose | AWeaponFramework | |
| TraceLocation | AWeaponFramework | protected |
| TraceRotation | AWeaponFramework | protected |
| WeaponData | AWeaponFramework | protected |
| WeaponEffects | AWeaponFramework | protected |
| WeaponMesh | AWeaponFramework | protected |
| WeaponType | AWeaponFramework | protected |