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FWeaponAttachment Struct Reference

#include <WeaponStructs.h>

Inheritance diagram for FWeaponAttachment:

Public Member Functions

bool operator== (const FWeaponAttachment &Other) const
 
bool IsValid () const
 
FName AttachmentTypeName () const
 

Static Public Member Functions

static FWeaponAttachment Empty ()
 

Public Attributes

FString WeaponAttachmentID = "DefaultAttachment"
 
class UStaticMesh * StaticMesh = nullptr
 
EAttachmentType AttachmentType = EAttachmentType::Barrel
 
bool bActive = true
 
FWeaponModifiers WeaponStatModifiers
 
FVector AttachmentOffset = FVector::ZeroVector
 
FRotator AttachmentRotationOffset = FRotator::ZeroRotator
 
bool bModifyMuzzleLocation = false
 
FVector MuzzleOffset = FVector::ZeroVector
 

Member Function Documentation

◆ AttachmentTypeName()

FName FWeaponAttachment::AttachmentTypeName ( ) const
inline
545 {
546 switch (AttachmentType)
547 {
549 return FName("Barrel");
551 return FName("Bipod");
553 return FName("Grip");
555 return FName("Light");
557 return FName("Laser");
559 return FName("Magazines");
561 return FName("Optical");
563 return FName("Stock");
565 return FName("Suppressor");
567 return FName("Trigger");
569 return FName("Knife");
570 default:
571 return FName("Default");
572 }
573 }
EAttachmentType AttachmentType
Definition WeaponStructs.h:509

◆ Empty()

static FWeaponAttachment FWeaponAttachment::Empty ( )
inlinestatic
539 {
540 FWeaponAttachment Attachment;
541 return Attachment;
542 }
Definition WeaponStructs.h:501

◆ IsValid()

bool FWeaponAttachment::IsValid ( ) const
inline
532 {
533 if(StaticMesh == nullptr){return false;}
534 if(WeaponAttachmentID == "DefaultAttachment"){return false;}
535 return true;
536 }
class UStaticMesh * StaticMesh
Definition WeaponStructs.h:507
FString WeaponAttachmentID
Definition WeaponStructs.h:505

◆ operator==()

bool FWeaponAttachment::operator== ( const FWeaponAttachment & Other) const
inline
528 {
529 return WeaponAttachmentID == Other.WeaponAttachmentID;
530 }

Member Data Documentation

◆ AttachmentOffset

FVector FWeaponAttachment::AttachmentOffset = FVector::ZeroVector

◆ AttachmentRotationOffset

FRotator FWeaponAttachment::AttachmentRotationOffset = FRotator::ZeroRotator

◆ AttachmentType

EAttachmentType FWeaponAttachment::AttachmentType = EAttachmentType::Barrel

◆ bActive

bool FWeaponAttachment::bActive = true

◆ bModifyMuzzleLocation

bool FWeaponAttachment::bModifyMuzzleLocation = false

◆ MuzzleOffset

FVector FWeaponAttachment::MuzzleOffset = FVector::ZeroVector

◆ StaticMesh

class UStaticMesh* FWeaponAttachment::StaticMesh = nullptr

◆ WeaponAttachmentID

FString FWeaponAttachment::WeaponAttachmentID = "DefaultAttachment"

◆ WeaponStatModifiers

FWeaponModifiers FWeaponAttachment::WeaponStatModifiers

The documentation for this struct was generated from the following file: