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UInventory

#include <Inventory.h>

Inherits from UActorComponent, IReplicatedSubobjectInterface

Public Functions

Name
void ApplyBlockedDamage(FInventoryItemDamagedParams Params, AInventoryItem * BlockingItem)
void BroadcastProjectileHitPassiveShield(AInventoryItem * Shield, AInventoryItem * Projectile)
void BroadcastProjectilePenetratedPassiveShield(AInventoryItem * Shield, AInventoryItem * Projectile, FVector HitLocation)
bool CanSwitchInventoryItem(FName KeyBind)
void DoBattlecry()
void DoBattlecryAbility()
void DropAllItems()
void DropItem([[EInventoryItemSlot]] Slot, FDropItemParams Params, bool bDuringParryEvent)
void DropItemOnKilled(AInventoryItem * Item, const FDeathDamageTakenEvent & DamageEvent)
void EquipCustomizationItem(AInventoryItem * Item)
TArray< AInventoryItem * > GetAmmoInventoryItems() const
AInventoryItem * GetAmmoItem(AInventoryItem * Item)
float GetBattleCryHeldProgress()
AInventoryItem * GetDualWieldOffhand(AInventoryItem * Item)
AInventoryItem * GetEquippedItemByHand([[EEquippedHand]] Hand) const
AInventoryItem * GetEquippedItemBySlot([[EInventoryItemSlot]] Slot) const
TArray< AInventoryItem * > GetEquippedItems() const
AInventoryItem * GetEquippedWeapon() const
AInventoryItem * GetInventoryItemBySlot([[EInventoryItemSlot]] Slot)
TArray< AInventoryItem * > GetInventoryItemsBySlot([[EInventoryItemSlot]] Slot)
FName GetKeybindName([[EInventoryItemSlot]] Slot)
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
TSubclassOf< AInventoryItem > GetNoveltyItemClass()
void GetRefillItemsToGrant(TMap< TSubclassOf< AInventoryItem >, int32 > & ItemsToGrant, const TArray< TSubclassOf< AInventoryItem >> & ItemsToRefill, bool RefillAllAmmoItems, bool UseStackCountFromItem, int32 StacksToAdd)
float GetTimeSinceLastTriedBandage() const
bool HasMissingItemsToRefill(const TArray< TSubclassOf< AInventoryItem >> & ItemsToRefill) const
bool IsShieldEquipped()
void OnKilled(const FDeathDamageTakenEvent & DamageEvent)
void PickupItem(AInventoryItem * Item, int32 StackCountToAdd, [[EPickupEquipOptions]] EquipOptions, AActor * Initiator, bool bIgnoreStateCheck, bool bGiveWeapon)
void PickupTornOffItem(TSubclassOf< AInventoryItem > ItemClass)
void QueueWeaponFlourish()
void RefillItems(TArray< AInventoryItem * > & OutGrantedItems, const TArray< TSubclassOf< AInventoryItem >> & ItemsToRefill, bool RefillAllAmmoItems, bool UseStackCountFromItem, int32 StacksToAdd, bool GrantFullAmmo, [[EPickupEquipOptions]] EquipOptions)
void ServerDebugSetAmmo(int32 Ammo)
void SetObjectForItemLoad(UObject * Object)
bool ShowBandageRefillActors() const
UInventory()
void UnequipAllItems(bool bImmediately, bool bPlayUnequip)
void UnequipCustomizationItem()

Protected Functions

Name
void BroadcastInventoryItemDamaged(AInventoryItem * Item, FInventoryItemDamagedParams Params)
void ClientIsUnequippingOnMount(bool OnMount)
void ClientUsedItem(AInventoryItem * Item)
void HorseBattleCryPressed()
void InventoryKeyPressed([[EInventoryItemSlot]] Slot)
void InventoryNext()
void InventoryPrevious()
void InventoryPrimary()
void InventoryToggleMainHand()
void OnApplyCondition(AActor * Actor, [[EConditionType]] Condition)
void OnCombatStateBegin(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnCombatStateEnd(AActor * Actor, FName State, const FAttackInfo & EventAttackInfo, UCombatState * InCombatState)
void OnCombatStateEvent(AActor * Actor, FName EventName, const FAttackInfo & EventAttackInfo)
void OnRemoveCondition(AActor * Actor, [[EConditionType]] Condition, AActor * ConditionRemover)
void OnRep_AmmoItems()
void OnRep_DualWieldOffhands()
void OnRep_InventorySlots()
void OnRep_IsUnequippingOnMount()
void OverheadPressed()
AInventoryItem * RemoveItem([[EInventoryItemSlot]] Slot, bool bEndAttack)
void ServerSetObjectForItemLoad(UObject * Object)
void SlashPressed()
void StabPressed()
void SwitchInventoryItem()
void SwitchToBrokenItem(AInventoryItem * Item)

Public Attributes

Name
float BattleCryHeldStartTime
float BattleCryHeldTime
UDataTable * EquippedPenaltyTable
float GamepadBattleCryHeldStartTime
float GamepadBattleCryHeldTime
int32 GamepadBattleCryPressedCount
[[EGamepadBattleCryState]] GamepadBattleCryState
UInteractableComponent * GamepadBattlecryStartInteractable
float GamepadHorseBattleCryHeldStartTime
int32 GamepadHorseBattleCryPressedCount
[[EGamepadBattleCryState]] GamepadHorseBattleCryState
float GamepadInputDoubleTapWaitTime
float GamepadInputWaitTime
float GamepadJabHeldStartTime
float GamepadJabHeldTime
float GamepadRightDPadPressedCount
float GamepadWaitOverheadStartTime
float GamepadWaitRightDPadStartTime
float GamepadWaitStabStartTime
UDataTable * InventoryPenaltyTable
AInventoryItem * ItemToUse
UObject * ObjectForItemLoad
FOnAddedToInventoryChanged OnAddedToInventoryChanged
FOnBattleCryStarted OnBattleCryFinished
FOnBattleCryStarted OnBattleCryStarted
FOnCharacterEquippedItemsChanged OnCharacterEquippedItemsChanged
FOnDisabledAttackInput OnDisabledAttackInput
FOnEquippedItemsChanged OnEquippedItemsChanged
FOnInventoryActionFailed OnInventoryActionFailed
FOnInventoryItemDamageStateChanged OnInventoryItemDamageStateChanged
FOnInventoryItemDamaged OnInventoryItemDamaged
FOnInventorySlotsUpdated OnInventorySlotsUpdated
FOnItemStackChanged OnItemStackChanged
FOnMountingHorse OnMountingHorse
FOnProjectileHitPassiveShield OnProjectileHitPassiveShield
FOnProjectilePenetratedPassiveShield OnProjectilePenetratedPassiveShield
FOnProjectileStarted ProjectileStarted
FOnProjectileFinished ProjectileStopped
FLoadout SpawnedLoadout
TSubclassOf< AInventoryItem > WeaponFists
TSubclassOf< AInventoryItem > WeaponKnife
uint8 bDisableAttackInputs
bool bLoadoutSpawned

Protected Attributes

Name
TArray< FWeaponAbilityGrant > AbilitySlots
FReplicatedArray_AInventoryItemPtr AmmoItems
float BandageRefillDisplayDuration
AInventoryItem * CustomizationItemToEquip
[[EWeaponAbilitySlotKey]] DashPressed_Ability
FReplicatedArray_AInventoryItemPtr DualWieldOffhandItems
TArray< [[EInventoryItemSlot]] > EquipPriority
TArray< AInventoryItem * > EquippedItems
[[EFaction]] Faction
TArray< [[EEquippedHand]] > HandPriority
[[EWeaponAbilitySlotKey]] HorseDashPressed_Ability
TMap< FName, [[EInventoryItemSlot]] > InventoryKeybindToSlot
FReplicatedArray_AInventoryItemPtr InventorySlots
AInventoryItem * ItemToReload
TArray< AInventoryItem * > ItemsToEquip
TArray< FKeyPressedParams > KeyPressedAbility
TMap< FName, [[EWeaponAbilitySlotKey]] > KeybindToSlot
TMap< [[EWeaponAbilitySlotKey]], FName > Keybinds
TSubclassOf< AInventoryItem > KnifeClass
float LastTriedBandageWorldTimeSeconds
TArray< [[EInventoryItemSlot]] > NextPrevEquipExclusions
TSubclassOf< AInventoryItem > NoveltyItemClass
[[EInventoryItemSlot]] OffHandEquippedOnDrop
TArray< [[EInventoryItemSlot]] > PreviousEquippedSlots
[[EWeaponAbilitySlotKey]] ShovePressed_Ability
ULoadoutSelection * SpawnedLoadoutSelection
[[EKillReason]] SuicideReason
bool bIsAddingItem
bool bIsEquippingItem
bool bIsPickingUpItem
bool bIsReloading
FReplicated_Bool bIsUnequippingOnMount
bool bWantsToEquipShield
bool bWantsToSuicide
bool bWasKilled

Updated on 2025-01-21 at 09:02:24 +0100