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AInventoryItem

#include <InventoryItem.h>

Inherits from ATBLActor, IMatchStateListenerInterface, AActor, IReplicatedSubobjectInterface

Public Functions

Name
AInventoryItem()
void AddBlacklistedPawn(ATBLCharacter * Player)
void AddIgnoreActors(AActor * Initiator)
void AddToStackCount(int32 Delta)
void ApplyDamage(float InDamage)
void ApplyImpulseToGoreHead(FVector Impulse)
void AttachSimulatedProjectileOnKill(const [[FHitResult]] & HitResult)
void BounceOnProjectileHit(const [[FHitResult]] & HitResult, AInventoryItem * BlockingItem, float InBounceVelocityModifier)
bool CanUseItem()
bool CannotAutoPickup(APawn * Pawn)
void CheckStickPlayersToWall(ATBLCharacter * KilledChar)
void ClientOnItemEquipped(AActor * NewOwner)
void ClientOnItemUnequipped()
void ClientToBeEquipped()
void DestroyFakeClient()
void DisableCollisionForFakeClient()
bool DualWieldShouldUseBothWeaponsForAttack(FName AttackName)
void EnableCollisionForFakeClient(ATBLCharacterBase * Character)
void EventUsePressed(APawn * Pawn, UInteractableComponent * InteractableComponent)
void FinishUnequippingOnAnimNotify(ATBLCharacter * Character)
void GetAttachRagdollParams(FAttachRagdollParams & AttachRagdollParams, ATBLCharacter * Character, const FDeathDamageTakenEvent & DamageEvent)
float GetBaseDamage(FName AttackName)
ATBLCharacterBase * GetCarriedCharacter() const
FString GetDamageSourceName([[FText]] & NameText)
float GetDamageSourcePenetration()
FInventoryItemDisplayInfo GetDisplayInfoForFaction([[EFaction]] Faction) const
AInventoryItem * GetDualWieldOffhand()
bool GetEquippableOnHorse()
float GetHealth() const
float GetHealthPercent() const
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
[[EWeaponMaterial]] GetMaterialByWeaponAction(bool IsAttacking, bool IsDefending, FName AttackName)
float GetMaxHealth() const
UStaticMeshComponent * GetMesh() const
ATBLCharacter * GetOwningPawn() const
bool GetPendingHiddenInGame() const
UPrimitiveComponent * GetPhysicsMesh() const
UProjectilePenetration * GetProjectilePenetrationConfig()
UPrimitiveComponent * GetShieldCollision()
USkeletalMeshComponent * GetSkeletalMesh() const
void GetSpecialAttackWindupSwitchOverride(FString & SwitchState)
int32 GetStackCount()
UShapeComponent * GetTeamProjectileCollision() const
void InitDebugPreviousLocation()
void InitializeGoreHead(ATBLCharacter * Character, FGoreHeadParams Params, FVector Impulse)
void InitializeProjectileMovement(AActor * Initiator, float InitialSpeed, bool bFakeClient)
void InitializeStackCountOnSpawn(ATBLCharacter * CharacterOwner)
bool IsAbilityMultiAttack(FName AttackName)
bool IsAddedToInventory()
bool IsDualWieldOffhandEquipped()
bool IsLowAmmo() const
bool IsSimulatingPhysics() const
bool IsTwoHandedWeapon()
void LogShieldInfo(const FString & LogText)
void NetMulticastFastSharedReplication(const FFastSharedProperties_InventoryItem & Properties)
void NetMulticastOnAddToInventoryItemPool()
void OnAnimNotifyUseItem(UTBLCharacterAnimInstance * AnimBP)
void OnAnimNotifyWeaponAttach(UTBLCharacterAnimInstance * AnimBP)
void OnAnimNotifyWeaponDetach(UTBLCharacterAnimInstance * AnimBP)
void OnAttackInterrupted(int32 AttackID)
void OnCosmeticProjectilePenetration([[FHitResult]] Hit)
void OnDamaged(FInventoryItemDamagedParams Params)
void OnFakeClientProjectileHit(const [[FHitResult]] & HitResult)
void OnInitialize()
void OnMeleeSuccess(ATBLCharacter * DamagedCharacter)
void OnMovementFinished()
void OnMovementStarted()
void OnPickupEnded(AActor * Actor, FName CombatState, const FAttackInfo & EventAttackInfo, UCombatState * CombatStateBP)
void OnPlayActionEvent(const FSoundSwitchEntry SoundSwitch)
void OnPlayerMeshChanged(USkeletalMeshComponent * OldMesh, USkeletalMeshComponent * NewMesh)
void OnProjectileBounce([[FHitResult]] Hit, bool bParried)
void OnProjectileHit(const [[FHitResult]] & HitResult)
void OnProjectileHitTarget([[FHitResult]] Hit)
void OnRep_HealthValue()
void OnRep_IsOnFire()
void OnRep_MountedItemParent()
void OnRep_State()
void OnRep_TornOffName()
void OnUseItemEnded(AActor * Actor, FName CombatState, const FAttackInfo & EventAttackInfo, UCombatState * CombatStateBP)
void OnWasParried(ATBLCharacter * ParryingCharacter)
bool OverridePickupEvent(ATBLCharacter * Character, bool bGiveWeapon, bool bIsAutoPickup)
void PerformFinishedMovementOverlap()
int32 PlayActionEvent(const FSoundSwitchEntry SoundSwitch)
void PlayEquipAnimation()
void PlayImpactEvent(const FSoundSwitchEntry SoundSwitch)
void ReloadThrownWeapon()
void RemoveBlacklistedPawn(ATBLCharacter * Player)
void ResetItemToTransform(FTransform Transform)
void ResetMaxStackCount()
void SetAddedToInventory(bool inAddedToInventory)
void SetDamagedState([[EInventoryItemDamagedState]] NewDamagedState)
void SetHealth(float Health)
void SetInactive()
void SetOffFire()
void SetOnFire()
void SetOverrideLifeSpan(bool EnableOverride, float NewOverrideLifespan)
void SetPendingHiddenInGame(bool NewBPendingHiddenInGame)
void SetRecentAttackReleaseWeaponActionSwitch(FSoundSwitchEntry Entry)
void SetStackCount(int32 Count)
void SetupHapticsForPS5OnSpawningAttachment(AController * InController)
bool ShouldAttachRagdoll()
bool ShouldCustomizePlacedInWorldItem(ATBLCharacter * OwningCharacter)
bool ShouldDropOnDowned()
bool ShouldShowWIPInUI()
void StartSimulatedProjectile(int32 AttackID)
void UpdateVisualization(float DeltaTime)

Protected Functions

Name
void BroadcastAttachRagdoll(FVector AttachLocation)
bool CanPickup(APawn * Pawn)
USceneComponent * GetAttachRagdollComponent()
void OnAttachedActorDestroyed(AActor * DestroyedActor)
void OnAttachedActorKilled(const FDeathDamageTakenEvent & Event)
void OnEquipCombatStateEnd(AActor * Actor, FName CombatState, const FAttackInfo & EventAttackInfo, UCombatState * CombatStateBP)
void OnEquipComplete()
void OnLocalPlayerStateReplicated(APlayerState * PlayerState)
void OnReloadCombatStateEnd(AActor * Actor, FName CombatState, const FAttackInfo & EventAttackInfo, UCombatState * CombatStateBP)
void OnRep_AddedToInventory()
void OnRep_Drop()
void OnRep_ProjectileHit()
void OnRep_ResetToTransform()
void OnRep_StackCount()
void OnRep_UseFireAmmo()
void OnUnequipCombatStateEnd(AActor * Actor, FName CombatState, const FAttackInfo & EventAttackInfo, UCombatState * CombatStateBP)
void OnUnequipComplete(ATBLCharacter * Character)
void SetUnequipped()

Public Attributes

Name
FAIRanges AIRanges
FWeaponAbilitySlots Abilities
float ActivationMaxDistanceOverride
float ActivationMinDistanceOverride
FAimAssistTargetBoxData AimAssistTargetBoxOverrides
float AimPenaltyModifier
TArray< FAimAssistAttackData > AllowedAimAssistAttacks
UWeaponTracersBlueprint * AltTracerType
TSubclassOf< AInventoryItem > AmmoItemClass
[[EAmmoStackType]] AmmoStackType
TArray< FInventoryItemAnimation > Animation
float AnimationSpeedModifier
FArrowCamSettings ArrowCamSettings
FName AttachAmmoSocket
TMap< [[EEquippedHand]], FInventoryAttachPointInfo > AttachPoints
AInventoryItem * AttachedAmmoItem
UAkComponent * AudioComponent
UAkAudioEvent * BattleCryOverrideAkEvent
UMovementSequence * Blocked
[[EBlockingCategory]] BlockingCategory
float BounceDamageParried
float BounceDamageWorld
float BounceVelocityModifier
TSubclassOf< AInventoryItem > BrokenItemClass
uint8 CanBeDisarmed
TArray< [[EEquippedHand]] > CanBeEquipped
TArray< [[EInventoryItemSlot]] > CompatibleSlots
uint8 ConstructableLimit
TArray< FInventoryItemAnimation > CustomizationAnimation
[[EWeaponTag]] CustomizationWeaponTag
float Damage
float DamageModifier
UCurveVector * DamageScaleOnHorseback
UDamageSource * DamageSource
UStaticMesh * DamagedMesh
float DamagedPercent
[[EInventoryItemDamagedState]] DamagedState
UStaticMesh * DestroyedMesh
uint8 DisabledInLoadout
FInventoryItemDisplayInfo DisplayInfo
float DrawStrength
uint8 EquipOnPickup
float EquipTime
FFakeClientBlendParams FakeClientBlendParams
FName FakeClientSpawnPoint
TSubclassOf< AInventoryItem > FireAmmoItemClass
UDamageSource * FireDamage
USceneComponent * FirstPersonTransformRoot
float GlobalLifespan
TArray< FWeaponGoreSlot > GoreActions
float HealthValue
FHorseAimingParams HorseAimingParams
TArray< FHorseAttackType > HorseAttackTypes
UMovementSequence * HorseLunge
TSubclassOf< AInventoryItem > InheritAnimTimings
FAimAssistFrictionData InnerBoxFrictionData
UInteractableComponent * Interactable
UAkAudioEvent * InventoryItemAKEvent_Action
UAkAudioEvent * InventoryItemAKEvent_Impact
UAkAudioEvent * InventoryItemAKEvent_ImpactThrown
FReplicated_Int32 InvocationId
[[EItemSoundPolicy]] ItemSoundPolicy
[[EInventoryType]] ItemType
UMovementSequence * Knockback
float LowAmmoPercent
UMovementSequence * Lunge
UMovementSequence * LungeLeft
UMovementSequence * LungeRight
float MagnetismMoveSpeedModifierSelf
float MagnetismMoveSpeedModifierTarget
float MaxDrawPowerTime
uint8 MaxStackCount
[[EMeleeAttackCategory]] MeleeAttackCategory
float MinDrawPowerTime
float MinDrawStrength
TSubclassOf< AInventoryItem > MountedItemClass
AInventoryItem * MountedItemParent
FDataTableRowSelection NoveltyScore
FOnAddedToInventoryChanged OnAddedToInventoryChanged
FOnAnimationSetChanged OnAnimationSetChanged
FOnBattleCryTriggered OnBattleCryTriggered
FOnDropped OnDropped
FOnFakeClientAttached OnFakeClientAttached
FOnOwnerChanged OnOwnerChanged
FOnDropped OnPreThrown
FOnProjectileHitEvent OnProjectileHitEvent
FOnSetAttached OnSetAttached
FOnSetOffFire OnSetOffFire
FOnSetOnFire OnSetOnFire
FOnSpawnFakeClient OnSpawnFakeClient
FOnDropped OnThrown
FAimAssistFrictionData OuterBoxFrictionData
TMap< [[EFaction]], TSubclassOf< AInventoryItem > > OverrideItemClassByTeam
float OverrideLifespan
TMap< TSoftClassPtr< ATBLCharacter >, uint8 > OverrideMaxStackCount
TMap< TSoftClassPtr< ATBLCharacter >, uint8 > OverrideStackCount
FParryHitLocation ParryHitLocation
UMovementSequence * ParrySuccess
float PercentChanceToBreak
FPickupItemSettings PickupItemSettings
UAkAudioEvent * PickupItemSound
UAkAudioEvent * PickupManyItemSound
UBoxComponent * ProjectileCollision
UCurveFloat * ProjectileDistanceDamageScale
float ProjectileDrag
UCurveFloat * ProjectileDrawDamageScale
float ProjectileInitialRotation
UTBLProjectileMovementComponent * ProjectileMovement
TWeakObjectPtr< AActor > ProjectileMovementInitiator
UProjectilePenetration * ProjectilePenetration
USceneComponent * ProjectileRoot
UCurveFloat * ProjectileRotationCurve
float ProjectileRotationRate
USceneComponent * ProjectileSmoothing
FProjectileSounds ProjectileSounds
FVector ProjectileSpawnOffset
FName ProjectileSpawnPoint
TSubclassOf< AInventoryItem > QuiverItemClass
float RagdollImpulse
[[ERangedAttackCategory]] RangedAttackCategory
UDamageSource * RangedDamageSource
FSoundSwitchEntry RecentAttackReleaseWeaponActionSwitch
FName ReloadCombatState
float ReloadTime
UCurveFloat * ReverseTurnLimitCurve
float ReverseTurnLimitStrength
float RiposteTime
float ShieldDamageModifier
FShieldSettings ShieldSettings
float SiegeDamage
[[ECharacterSignificanceLevel]] Significance
TSubclassOf< USpecialItemAbility > SpecialItemAbility
[[ESpeedPenalty]] SpeedPenalty
uint8 StackCount
FStaminaModifiers StaminaModifiers
FInventoryItemState State
UStaticMeshComponent * StaticMesh
UStaticMeshComponent * StaticMesh1PShadow
float StickPlayersToWallDistance
USceneComponent * StickPoint
float SwingWindDistance
FName ThirdPersonProjectileSpawnPointOverride
USceneComponent * ThirdPersonTransformRoot
UAttackType * ThrownAttackType
uint8 ThwackOnHit
FReplicated_FName TornOffName
UWeaponTracersBlueprint * TracerType
UCurveFloat * TurnLimitCurve
UCurveFloat * TurnLimitScaleByDegreesTurned
float TurnLimitStrength
float UnequipTime
uint8 UseFirstAndThirdPersonTransformSetup
FUseItemSettings UseItemSettings
bool UseProjectileSpawnOffsetAsProjectileOrigin
uint8 UseRangedCrossHair
int32 Version
UCurveFloat * VerticalTurnLimitCurve
float VerticalTurnLimitStrength
UMovementSequence * WasHitEarly
FWeaponMaterialSoundConfig WeaponActionMaterials
UTBLParticleSystemComponent * WeaponSwipeParticleComponent
UTBLParticleSystemComponent * WeaponThrowParticleComponent
[[EWeaponType]] WeaponType
UMovementSequence * WindupLunge
FWorldHitAngleRange WorldHitAngleRange
float WorldHitStartPercentage
float WorldHitStopPercentage
uint8 bAlignProjectilePitchToSurfaceOnStick
uint8 bAlwaysAutoPickup
bool bAlwaysEnableFriction
bool bAlwaysEnableInnerBoxForgiveness
bool bAlwaysFrictionInnerOnly
bool bAlwaysPrioritizeCloserTargets
bool bAlwaysScalingDistanceFrictionEnabled
uint8 bAutoPickupOwned
uint8 bAutomaticReload
uint8 bCanAttackWhileUnequipped
uint8 bCanBeLitOnFire
uint8 bCanFistsParry
uint8 bCanProjectileStick
uint8 bCanProjectileStickToShield
uint8 bCanStickPlayersToWall
uint8 bCanUseOffhandCarryable
uint8 bCannotEquipOnHorse
uint8 bClickToFire
uint8 bDisableJump
uint8 bDoNotAutoEquip
float bDropOffOnCharacterHitTime
uint8 bGenerateOverlapEventsWhenMovementFinished
uint8 bIsBreakable
uint8 bIsCarryableNPCItem
uint8 bIsCustomizationApplied
uint8 bIsDualWield
uint8 bIsFakeItem
uint8 bIsOnFire
uint8 bIsShield
uint8 bIsSlashCounteredByStab
uint8 bIsSpecialStabAnimation
uint8 bIsSpecialVerticalAnimation
uint8 bIsWIPItem
uint8 bLoaded
uint8 bNeedsUpdateVisualization
bool bOnlyTargetAllies
uint8 bPlaceOnGroundWhenSwapped
uint8 bPlayEquipAnimation
uint8 bPlayPickupAnimation
uint8 bProjectileAttachedViaReplication
uint8 bQuickThrowSpecial
bool bRotateProjectileCollision
uint8 bShouldScaleDrawStrength
uint8 bShouldSpecialIgnoreIsFacingTarget
uint8 bShouldStartOnFire
uint8 bTearOffOnMovementFinished
uint8 bTrackKillAchievement
uint8 bUseFireAmmo
bool bUseHorseAiming
uint8 bUseItemOnEquip
uint8 bUseOverrideLifespan
uint8 bUseRangedSignificance
bool bUseThirdPersonProjectileSpawnPointOverride
uint8 hasHealth

Protected Attributes

Name
uint8 AddedToInventory
TArray< FName > AnimTimingProperties
FVector AttachRadollLocation
TSet< ATBLCharacter * > BlacklistedPlayers
TWeakObjectPtr< ATBLCharacterBase > CarriedCharacter
UWeaponTracers * CurrentWeaponTracers
FVector DebugPreviousLocation
FInventoryAttachPointInfo DefaultOffHandAttachPoint
FInventoryAttachPointInfo DefaultPrimaryAttachPoint
FTransform DefaultShieldCollisionRelativeTransform
TArray< ATBLCharacterBase * > FakeClientCollisionEnabled
AInventoryItem * FireAmmoItem
UInventory * Inventory
int32 LastStackCount
FInventoryAttachPointInfo NoAttachPoint
FOnEquipped OnEquipped
FOnUseItem OnStartUseItem
FOnUseItem OnUseItem
float PrevAnimPercent
float PreviousAimPitch
FTransform PreviousArmBase
FTransform PreviousComponentTrs
FReplicated_FReplicateDrop ReplicateDrop
FReplicated_FProjectileHitParams ReplicatedProjectileHit
FReplicated_FResetToTransform ResetToTransform
FSimulatedProjectile SimulatedProjectile
FTransform SkeletalMeshTransform
[[EInventoryItemSlot]] Slot
uint8 bAttachAmmo
uint8 bFakeClientStickPoint
uint8 bIsAnimating
uint8 bMatchStateHidden
uint8 bPendingHiddenInGame
uint8 bPlacedInWorld
uint8 bShouldAttachRagdoll
uint8 bWasThrown

Updated on 2025-01-21 at 09:02:23 +0100