#include <WeaponDefinition.h>
◆ GetPrimaryAssetId()
| FPrimaryAssetId UWeaponDefinition::GetPrimaryAssetId |
( |
| ) |
const |
|
overridevirtual |
6{
7 const FName AssetName =
WeaponTag.IsValid() ? FName(*
WeaponTag.ToString()) : GetFName();
8
9 return FPrimaryAssetId(FPrimaryAssetType(TEXT("WeaponDefinition")), AssetName);
10}
FGameplayTag WeaponTag
Definition WeaponDefinition.h:86
◆ AbilityData
◆ AttackRange
| float UWeaponDefinition::AttackRange = 450.0f |
◆ AttackRangeCorrectionDistance
| float UWeaponDefinition::AttackRangeCorrectionDistance = 250.0f |
◆ AttackRangeCorrectionInnerOffset
| float UWeaponDefinition::AttackRangeCorrectionInnerOffset = 20.0f |
◆ AudioData
| TObjectPtr<UAudioData> UWeaponDefinition::AudioData |
◆ HitCueTag
| FGameplayTag UWeaponDefinition::HitCueTag |
◆ HitReactMontage_AttackIdle
| TObjectPtr<UAnimMontage> UWeaponDefinition::HitReactMontage_AttackIdle |
◆ HitReactMontage_Idle
| TObjectPtr<UAnimMontage> UWeaponDefinition::HitReactMontage_Idle |
◆ KnockdownData
◆ VisualData
◆ WeaponStatRow
| FDataTableRowHandle UWeaponDefinition::WeaponStatRow |
◆ WeaponTag
| FGameplayTag UWeaponDefinition::WeaponTag |
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