75{
78 if(Weapons.Num() == 0)
79 {
80
82 if(WeaponSlot != nullptr)
83 {
86
89 }
90 return;
91 }
92 if(Weapons.IsValidIndex(CurrentWeaponIndex))
93 {
94 CurrentAmmoTextBlock->SetText(FText::FromString(FString::FromInt(Weapons[CurrentWeaponIndex].CurrentAmmo)));
96 }
97
98
99
100
101 for(int i = 0; i < Weapons.Num(); i++)
102 {
103
105 if(WeaponSlot != nullptr)
106 {
107 if(!Weapons.IsValidIndex(i)){UE_LOG(LogWeaponSystem,
Error, TEXT(
"Weapons array Invalid Index , Weapon System Widget"));
return;}
108 WeaponSlot->
SetWeapon(Weapons[i].WeaponID);
109 WeaponSlot->
SetWeaponAmmo(Weapons[i].CurrentAmmo, Weapons[i].TotalAmmoCount);
110 bool bSuccess = false;
112 if(bSuccess)
113 {
115 }
117
118
120
123
124
125
126 if(Weapons.Num() > 1 && (i != Weapons.Num() -1))
127 {
128 USpacer* Spacer = WidgetTree->ConstructWidget<USpacer>(USpacer::StaticClass());
129 if(Spacer != nullptr)
130 {
133 }
134 }
135 }
136 }
137
140}
static UTexture2D * GetWeaponThumbnail(const UObject *WorldContextObject, const FString &WeaponID, bool &bSuccess, UDataTable *DataTable=nullptr)
Definition WeaponBPLib.cpp:287