Added defaults values to bullet info

This commit is contained in:
TjgL 2025-01-23 22:11:43 +01:00
parent 6a82183c66
commit 4c6a3dd558

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@ -9,33 +9,33 @@ struct FLMBulletInfo
/** The number of bullets to fire. */ /** The number of bullets to fire. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
int BulletCount; int BulletCount = 1;
/** The bullets' origins. */ /** The bullets' origins. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Origin; FVector Origin = FVector::ZeroVector;
/** The main direction vector. */ /** The main direction vector. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Direction; FVector Direction = FVector::ForwardVector;
/** The Random bullet spread angle deviation. */ /** The Random bullet spread angle deviation. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Spread; float Spread = 0.0f;
/** The maximum distance before the bullet reaches minimum damages. */ /** The maximum distance before the bullet reaches minimum damages. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MaxDistance; float MaxDistance = 100000.f;
/** A curve multiplicating the damage of a bullet depending on the distance of the target. */ /** A curve multiplicating the damage of a bullet depending on the distance of the target. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FFloatCurve Falloff; FFloatCurve Falloff = FFloatCurve();
/** The type of bullet that was fired. */ /** The type of bullet that was fired. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
EAmmoType AmmoType; EAmmoType AmmoType = EAmmoType::EAT_CornAmmo;
/** The default amount of damage to apply per bullet. */ /** The default amount of damage to apply per bullet. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Damage; float Damage = 10.f;
}; };