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FWeaponProjectileStats_T Struct Reference

#include <WeaponStructs.h>

Inheritance diagram for FWeaponProjectileStats_T:

Static Public Member Functions

static FWeaponProjectileStats_T Empty ()
 

Public Attributes

FString ProjectileID = "DefaultWeapon"
 
float CapsuleHalfHeight = 8.0f
 
float CapsuleRadius = 8.0f
 
class UNiagaraSystem * ImpactEffects = nullptr
 
class UNiagaraSystem * TrailEffects = nullptr
 
class USoundBase * ImpactSound = nullptr
 
class USoundBase * ProjectileSound = nullptr
 
bool bDealsDamage = true
 
TSubclassOf< UDamageType > DamageType = UDamageType::StaticClass()
 
float DamageInnerRadius = 150.0f
 
float DamageOuterRadius = 450.0f
 
float DamageFalloff = 0.0f
 
bool bDealsImpulse = true
 
float RadialForceStrength = 500.0f
 
bool bImpulseFalloffLinear = true
 
float ImpulseMultiplier = 1.0f
 
float ImpulseMax = 1000.0f
 
float CharacterExplosionClampMax = 3500.0f
 
float CharacterExplosionClampMaxOutput = 1.0f
 
float CharacterExplosionClampMinOutput = 0.5f
 
bool bHasHoming = false
 
float InitialLockOnDelay = 3.0f
 
float LockOnTime = 3.0f
 
bool bIgnoreOwner = true
 
bool bHideMeshOnHit = true
 
bool bDelayedTrigger = false
 
float TriggerDelay = 2.0f
 
float InitialSpeed = 2.0f
 
bool bRotationFollowsVelocity = true
 
bool bShouldBounce = false
 
float Bounciness = 0.2f
 
float Friction = 0.6f
 
float GravityScale = 1.0f
 
FVector Velocity = FVector(0.0f, 0.0f, 0.0f)
 
bool bSticky = false
 
bool bDestroyAfterHit = true
 
float DestroyDelay = 2.0f
 
class UStaticMesh * StaticMesh = nullptr
 
FRotator RotationOffset = FRotator::ZeroRotator
 

Member Function Documentation

◆ Empty()

static FWeaponProjectileStats_T FWeaponProjectileStats_T::Empty ( )
inlinestatic
377 {
378 FWeaponProjectileStats_T EmptyWeaponProjectile;
379 return EmptyWeaponProjectile;
380 }
Definition WeaponStructs.h:273

Member Data Documentation

◆ 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: