void AWeapon::OnRep_MyPawn() { if (MyPawn) { SetOwningPawn(MyPawn); } }
/** unequip weapon from pawn */ void AWeapon::OnUnEquip() { if (HasAuthority()) { // UE_LOG(LogHeliWeapon, Log, TEXT("AWeapon::OnUnEquip() ---> Set owning pawn to NULL")); SetOwningPawn(NULL); } if (IsAttachedToPawn()) { StopFire(); DetachMeshFromPawn(); bIsEquipped = false; if (bPendingReload) { bPendingReload = false; GetWorldTimerManager().ClearTimer(TimerHandle_ReloadWeapon); } DetermineWeaponState(); } }
void AShooterWeapon::OnLeaveInventory() { if (Role == ROLE_Authority) { SetOwningPawn(NULL); } if (IsAttachedToPawn()) { OnUnEquip(); } }
void AC_Item::OnLeaveInventory() { if (Role == ROLE_Authority) { SetOwningPawn(nullptr); } /*if (IsAttachedToPawn()) { OnUnEquip(); }*/ // DetachMeshFromPawn(); }
void ASWeapon::OnLeaveInventory() { if (Role == ROLE_Authority) { SetOwningPawn(nullptr); } if (IsAttachedToPawn()) { OnUnEquip(); } DetachMeshFromPawn(); }
void AC_Item::OnEnterInventory(AC_Character* NewOwner) { SetOwningPawn(NewOwner); //AttachMeshToPawn(StorageSlot); }
void AShooterWeapon::OnEnterInventory(AShooterCharacter* NewOwner) { SetOwningPawn(NewOwner); }
void AFournoidWeapon::OnEnterInventory(AFournoidCharacter* OwningChara) { SetOwningPawn(OwningChara); }
void ASWeapon::OnEnterInventory(ASCharacter* NewOwner) { SetOwningPawn(NewOwner); AttachMeshToPawn(StorageSlot); }
void AMagicBattleSoccerWeapon::OnEnterInventory(AMagicBattleSoccerCharacter* NewOwner) { SetOwningPawn(NewOwner); }