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