#include <WeaponStructs.h>
◆ AttachmentTypeName()
| FName FWeaponAttachment::AttachmentTypeName |
( |
| ) |
const |
|
inline |
545 {
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()
539 {
541 return Attachment;
542 }
Definition WeaponStructs.h:501
◆ IsValid()
| bool FWeaponAttachment::IsValid |
( |
| ) |
const |
|
inline |
532 {
535 return true;
536 }
class UStaticMesh * StaticMesh
Definition WeaponStructs.h:507
FString WeaponAttachmentID
Definition WeaponStructs.h:505
◆ operator==()
◆ AttachmentOffset
| FVector FWeaponAttachment::AttachmentOffset = FVector::ZeroVector |
◆ AttachmentRotationOffset
| FRotator FWeaponAttachment::AttachmentRotationOffset = FRotator::ZeroRotator |
◆ AttachmentType
◆ 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
The documentation for this struct was generated from the following file:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/WeaponSystem/Source/WeaponSystem/Public/Data/WeaponStructs.h