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SKGFirearmComponent
This component is exclusive to firearm usage and primarily acts as an interface between the other components. It gets paired with the SKGAttachmentManagerComponent as it binds to delegates on that component that fire off when attachments are added, removed, changed, etc and handles their setup so adding a SKGAttachmentManagerComponent in your class alongside the SKGFirearmComponent is mandatory.
The mesh component (static or skeletal) of your firearm.
The name of your attachment manager component.
If true, the firearm collision system will be used for this particular firearm.
A sphere trace is used for the collision detection, this specifies how large you want the sphere to be. Default is 2cm.
If you are aiming and start to collide with a wall, this is how far the collision can be pushed back before it forces you to stop aiming.
These are the curves used for the firearm collision. The default goes into short stock and then pushes the muzzle into low port.
This controls how fast the firearm collision goes through the curves (lower = slower).
How fast it interpolates from the current position to the target position found in the curve.
This function allows for the procedurals stats to be set in a single place. Unlikely to be used but it exists just incase.
This function returns the procedural stats utilized by the procedural animation system.
This function currently only works for optics with scene captures (future plans). It will iterate over them and zero them for the given location returned by the SKGProjectileWorldSubsystem. It was written this way to allow for a more universal approach and support for multiple projectile systems.
This function will call ShotPerformed on each part of the firearm that contains a SKGMuzzleComponent. See the SKGMuzzleComponent for what the function does down stream (used for the muzzle temperature system).
This function will return the transform needed to launch the projectile from the muzzle with the given zero and accuracy set.
This function does the same as GetMuzzleProjectileSocketTransform but will return an array of transforms used to launch a projectile. Useful for shotguns.
This function returns the raw transform of the current muzzle components muzzle.
This function returns true if the pose is found and output the found pose.
This function will switch aiming devices for what the function does down stream (used for the muzzle temperature system). For example if you have multiple red dots on your firearm, it will cycle through them one at a time for aiming as the function is called.
This function will start using the point aiming socket setup in this component.
This function will stop the point aiming and return you back to aiming with your normal aiming devices.
This function returns true if you are currently point aiming, otherwise it returns false.
This function returns the current aiming device aim socket transform in world space.
This function will set the firearm stats directly. Likely unused but there just incase.
This function returns all the currently found SKGProceduralAnimComponents.
This function returns all the currently found SKGOffHandIKComponents.
This function returns all the currently found SKGLightLaserComponents.
This function returns all the currently found SKGMuzzleComponents.
This function returns all the currently found SKGFirearmAttachmentStatComponents.
This function returns the current stats of the firearm
This function returns the current SKGAttachmentManagercomponent.
This function returns the current SKGProceduralAnimComponent.
This function returns the current SKGOffHandIKComponent.
This function returns the current SKGMuzzleComponent.
This function returns the current SKGOpticComponent.
This function returns the current SKGStockComponent.
This event fires whenever your aiming devices changes.