UInventory¶
#include <Inventory.h>
Inherits from UActorComponent, IReplicatedSubobjectInterface
Public Functions¶
Name | |
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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 | |
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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