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| bool | HasAnyItemSpecs (FGameplayTagContainer specTags) const |
| | Returns true, if this item has at least one SpecTag that matches any of the given Tags.
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| void | AddItemReqTag (FGameplayTag itemSpec) |
| void | AddItemSpec (FGameplayTag itemSpec) |
| void | AddLearningRecipes (TSubclassOf< UItemRecipeDefinition > recipe) |
| UItemEffectDefinition | AddOnConsume (TSubclassOf< UGameplayEffect > effectToAdd) |
| void | AddPossibleActionAfterDrop (FGameplayTag itemSpec) |
| void | ApplyTo (UAbilitySystemComponent owner) |
| bool | CanBeEquippedBy (const UAbilitySystemComponent abComp) const |
| | Checks if a character can equip this item with his attributes.
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| FGameplayTagContainer | GetAllMatchingSpecs (FGameplayTag SpecTag) const |
| | Returns all Spec tags matching the given tag.
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| FGameplayAttribute | GetAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName) |
| FGameplayTag | GetItemSpec (FGameplayTag SpecTag) const |
| | Returns the first full tag that matches the given SpecTag.
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| const FGameplayTag & | GetItemType () const |
| FText | GetItemTypeDisplayText () const |
| | Returns localized text for this item Type.
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| TSubclassOf< UTargetConfigBase > | GetTargetConfigClass () const |
| bool | HasAllItemSpecs (FGameplayTagContainer specTags) const |
| | Returns true, if this item has tags SpecTag that match all of the given Tags.
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| bool | HasAllItemSpecsExactly (FGameplayTagContainer specTags) const |
| | Returns true, if this item has SpecTags that match every given Tag exactly.
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| void | AddCollisionEffect (FGameplayTag CollisionEffect) |
| bool | HasAnyItemSpecsExactly (FGameplayTagContainer specTags) const |
| | Returns true, if this item has SpecTag that matches any of the given Tags exactly.
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| bool | HasItemSpec (FGameplayTag specTag) const |
| | Returns true, if this item has any SpecTag that matches the given Tag.
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| bool | HasItemSpecExactly (FGameplayTag specTag) const |
| | Returns true, if this item has any SpecTag that matches the given Tag exactly.
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| AActor | LoadAndGetEmptyVisual () const |
| TSubclassOf< AActor > | LoadAndGetEmptyVisualClass () const |
| TSubclassOf< AItemVisualWorld > | LoadAndGetThrowVisualWorldClass () const |
| AItemVisual | LoadAndGetVisual () const |
| TSubclassOf< AItemVisual > | LoadAndGetVisualClass () const |
| TSubclassOf< AItemVisualWorld > | LoadAndGetVisualWorldClass () const |
| bool | MatchesItemType (FGameplayTag ItemType) const |
| | Returns true if the tags match or if the given tag occurs fully within this items tag hierarchy. Item.Weapon --> Item.Weapon.Pickaxe == true.
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| bool | MatchesItemTypeExactly (FGameplayTag ItemType) const |
| | Returns true if the item type is exactly the same.
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| void | RemoveItemSpec (FGameplayTag itemSpec) |
| void | SetItemCustomAction (FGameplayTag gameplayTag) |
| void | SetItemType (FGameplayTag gameplayTag) |
| FString | GetNameAsString () const |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
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| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
| TArray< UItemEffectDefinition > | m_OnConsumeEffects |
| TSubclassOf< UInteractiveObjectDefinition > | m_ForcedInteraction |
| TSubclassOf< UScriptGameplayEffect > | m_OnEquipEffect |
| float32 | m_Mass |
| int | m_Value |
| float32 | m_Weight |
| float32 | m_Buoyancy |
| int | m_MaxStack |
| TMap< FGameplayAttribute, float32 > | m_RequiredStats |
| FGameplayTag | m_ParticlesWhenPickUp |
| FGameplayTagContainer | m_EquipBlockingTags |
| | If the character has any of these tags, he won't be able to equip the item.
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| FGameplayTag | m_EventWhenPickUp |
| TArray< TSubclassOf< UItemRecipeDefinition > > | m_LearnRecipes |
| FGameplayTagContainer | m_RequiredTagsToLearn |
| TSubclassOf< UItemDefinition > | m_RequiredToPick |
| FOwnershipSettings | m_Ownership |
| | Marks this item as being always owned by these specific characters. Cannot be changed at runtime.
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| TSubclassOf< UItemDefinition > | m_ComparedTo |
| | This item is used to compare stats in certain menus.
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| bool | m_AutoTarget |
| bool | m_CanBeSpawned |
| EHoldsterLocation | m_HoldsterLocation |
| | Where the holdster of this item is located (back or waist).
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| TSubclassOf< UTargetConfigBase > | m_TargetConfigClass |
| TArray< TSubclassOf< UActionKeywords > > | m_ActionsKeywords |
| | Temp to allow normal weapons (melee) do magic. Like orc staff.
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| EInventoryTypes | m_TryToStoreFirst |
| TArray< FGameplayTag > | m_ItemStatsTags |
| TSubclassOf< UItemDefinition > | m_ReplaceBy |
| | When the player picks this item,it will be changed by m_ReplaceBy.
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| TSoftClassPtr< AItemVisualWorld > | m_ItemVisualWorldDrop |
| TSoftClassPtr< AItemVisual > | m_ItemVisual |
| TSoftClassPtr< AActor > | m_ItemEmptyVisual |
| TSoftClassPtr< AActor > | m_ItemGeneric |
| TSoftClassPtr< AItemVisualWorld > | m_ItemVisualWorld |
| const FText | ItemTypeDisplayText |
| | Returns localized text for this item Type.
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| const TSubclassOf< UTargetConfigBase > | TargetConfigClass |
| FGameplayTag | ItemType |
| TSoftObjectPtr< UTexture2D > | m_Icon |
| FText | m_Description |
| FText | m_Name |
| const FString | NameAsString |
| FName | m_UniqueName |
| | Unique name is a unique name used for Gameplay system to uniquely identify and item or a character.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |