#include <WeaponStructs.h>
◆ Empty()
377 {
379 return EmptyWeaponProjectile;
380 }
Definition WeaponStructs.h:273
◆ bDealsDamage
| bool FWeaponProjectileStats_T::bDealsDamage = true |
◆ bDealsImpulse
| bool FWeaponProjectileStats_T::bDealsImpulse = true |
◆ bDelayedTrigger
| bool FWeaponProjectileStats_T::bDelayedTrigger = false |
◆ bDestroyAfterHit
| bool FWeaponProjectileStats_T::bDestroyAfterHit = true |
◆ bHasHoming
| bool FWeaponProjectileStats_T::bHasHoming = false |
◆ bHideMeshOnHit
| bool FWeaponProjectileStats_T::bHideMeshOnHit = true |
◆ bIgnoreOwner
| bool FWeaponProjectileStats_T::bIgnoreOwner = true |
◆ bImpulseFalloffLinear
| bool FWeaponProjectileStats_T::bImpulseFalloffLinear = true |
◆ Bounciness
| float FWeaponProjectileStats_T::Bounciness = 0.2f |
◆ bRotationFollowsVelocity
| bool FWeaponProjectileStats_T::bRotationFollowsVelocity = true |
◆ bShouldBounce
| bool FWeaponProjectileStats_T::bShouldBounce = false |
◆ bSticky
| bool FWeaponProjectileStats_T::bSticky = false |
◆ CapsuleHalfHeight
| float FWeaponProjectileStats_T::CapsuleHalfHeight = 8.0f |
◆ CapsuleRadius
| float FWeaponProjectileStats_T::CapsuleRadius = 8.0f |
◆ CharacterExplosionClampMax
| float FWeaponProjectileStats_T::CharacterExplosionClampMax = 3500.0f |
◆ CharacterExplosionClampMaxOutput
| float FWeaponProjectileStats_T::CharacterExplosionClampMaxOutput = 1.0f |
◆ CharacterExplosionClampMinOutput
| float FWeaponProjectileStats_T::CharacterExplosionClampMinOutput = 0.5f |
◆ DamageFalloff
| float FWeaponProjectileStats_T::DamageFalloff = 0.0f |
Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius
◆ DamageInnerRadius
| float FWeaponProjectileStats_T::DamageInnerRadius = 150.0f |
Radius of the full damage area, from Origin
◆ DamageOuterRadius
| float FWeaponProjectileStats_T::DamageOuterRadius = 450.0f |
Radius of the minimum damage area, from Origin
◆ DamageType
| TSubclassOf<UDamageType> FWeaponProjectileStats_T::DamageType = UDamageType::StaticClass() |
◆ DestroyDelay
| float FWeaponProjectileStats_T::DestroyDelay = 2.0f |
◆ Friction
| float FWeaponProjectileStats_T::Friction = 0.6f |
◆ GravityScale
| float FWeaponProjectileStats_T::GravityScale = 1.0f |
◆ ImpactEffects
| class UNiagaraSystem* FWeaponProjectileStats_T::ImpactEffects = nullptr |
◆ ImpactSound
| class USoundBase* FWeaponProjectileStats_T::ImpactSound = nullptr |
◆ ImpulseMax
| float FWeaponProjectileStats_T::ImpulseMax = 1000.0f |
◆ ImpulseMultiplier
| float FWeaponProjectileStats_T::ImpulseMultiplier = 1.0f |
◆ InitialLockOnDelay
| float FWeaponProjectileStats_T::InitialLockOnDelay = 3.0f |
◆ InitialSpeed
| float FWeaponProjectileStats_T::InitialSpeed = 2.0f |
◆ LockOnTime
| float FWeaponProjectileStats_T::LockOnTime = 3.0f |
◆ ProjectileID
| FString FWeaponProjectileStats_T::ProjectileID = "DefaultWeapon" |
◆ ProjectileSound
| class USoundBase* FWeaponProjectileStats_T::ProjectileSound = nullptr |
◆ RadialForceStrength
| float FWeaponProjectileStats_T::RadialForceStrength = 500.0f |
◆ RotationOffset
| FRotator FWeaponProjectileStats_T::RotationOffset = FRotator::ZeroRotator |
◆ StaticMesh
| class UStaticMesh* FWeaponProjectileStats_T::StaticMesh = nullptr |
◆ TrailEffects
| class UNiagaraSystem* FWeaponProjectileStats_T::TrailEffects = nullptr |
◆ TriggerDelay
| float FWeaponProjectileStats_T::TriggerDelay = 2.0f |
◆ Velocity
| FVector FWeaponProjectileStats_T::Velocity = FVector(0.0f, 0.0f, 0.0f) |
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