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