#include <WeaponStructs.h>
◆ Empty()
425 {
427 return EmptyWeaponEffects;
428 }
Definition WeaponStructs.h:386
◆ AutoFireControllerFeedback
| UForceFeedbackEffect* FWeaponEffects_T::AutoFireControllerFeedback = nullptr |
◆ BurstFireControllerFeedback
| UForceFeedbackEffect* FWeaponEffects_T::BurstFireControllerFeedback = nullptr |
◆ CameraShake
| TSubclassOf<UCameraShakeBase> FWeaponEffects_T::CameraShake = nullptr |
◆ CameraShakeBaseScale
| float FWeaponEffects_T::CameraShakeBaseScale = 1.0f |
◆ CameraShakeMaxAccuracyMultiplier
| float FWeaponEffects_T::CameraShakeMaxAccuracyMultiplier = 0.5f |
How much Camera shake do we get when we have Max Accuracy, still, crouched etc.
◆ CameraShakeMinAccuracyMultiplier
| float FWeaponEffects_T::CameraShakeMinAccuracyMultiplier = 2.0f |
How much Camera shake do we get when we have really low Accuracy, i.e running, jumping etc.
◆ ChargeFireControllerFeedback
| UForceFeedbackEffect* FWeaponEffects_T::ChargeFireControllerFeedback = nullptr |
◆ MuzzleFlashParticleSystem
| class UNiagaraSystem* FWeaponEffects_T::MuzzleFlashParticleSystem = nullptr |
◆ SingleFireControllerFeedback
| UForceFeedbackEffect* FWeaponEffects_T::SingleFireControllerFeedback = nullptr |
◆ TracerParticleSystem
| class UNiagaraSystem* FWeaponEffects_T::TracerParticleSystem = nullptr |
◆ WeaponDryFireSound
| class USoundBase* FWeaponEffects_T::WeaponDryFireSound = nullptr |
◆ WeaponSilencedSound
| class USoundBase* FWeaponEffects_T::WeaponSilencedSound = nullptr |
◆ WeaponSound
| class USoundBase* FWeaponEffects_T::WeaponSound = nullptr |
◆ WeaponSoundVolume
| float FWeaponEffects_T::WeaponSoundVolume = 1.0f |
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