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UWeaponBPLib Member List

This is the complete list of members for UWeaponBPLib, including all inherited members.

AddWeaponAmmo(const UObject *WorldContextObject, const FString &WeaponID, int32 AmmoToAdd, int32 &TotalAmmo, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetDefaultWeaponData(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetDoesWeaponHaveAutoMode(const UObject *WorldContextObject, const FString &WeaponID, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetDoesWeaponHaveBurstMode(const UObject *WorldContextObject, const FString &WeaponID, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetIsWeaponNonLethal(const UObject *WorldContextObject, const FString &WeaponID, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponAttachment(const UObject *WorldContextObject, const FString &WeaponAttachmentID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponAttachmentTypes(const UObject *WorldContextObject, const TArray< FString > &WeaponAttachmentIDs, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponDisplayName(const UObject *WorldContextObject, const FString &WeaponID, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponEffects(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponMaxAmmo(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponMesh(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponReloadTime(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponStats(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
GetWeaponThumbnail(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)UWeaponBPLibstatic
LoadDefaultWeaponAttachmentDataTable()UWeaponBPLibstatic
LoadDefaultWeaponDataTable()UWeaponBPLibstatic
LoadDefaultWeaponPickupDataTable()UWeaponBPLibstatic
LoadWeaponAttachmentDataTableFromGameState(const UObject *WorldContextObject)UWeaponBPLibstatic
LoadWeaponDataTableFromGameState(const UObject *WorldContextObject)UWeaponBPLibstatic
LoadWeaponEffectsDataTableFromGameState(const UObject *WorldContextObject)UWeaponBPLibstatic
LoadWeaponPickupDataTableFromGameState(const UObject *WorldContextObject)UWeaponBPLibstatic