Add ADS Spread Multiplier to RandomWeaponParameter generation
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@ -17,6 +17,7 @@ FWeaponProperties URandomWeaponParameters::GenerateRandomWeaponProperties()
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weaponProperties.ProjectilesPerShot = FMath::RandRange(ProjectilePerShotMin, ProjectilePerShotMax);
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weaponProperties.ProjectilesPerShot = FMath::RandRange(ProjectilePerShotMin, ProjectilePerShotMax);
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weaponProperties.ProjectileRange = FMath::FRandRange(ProjectileRangeMin, ProjectileRangeMax);
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weaponProperties.ProjectileRange = FMath::FRandRange(ProjectileRangeMin, ProjectileRangeMax);
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weaponProperties.WeaponSpread = FMath::FRandRange(WeaponSpreadMin, WeaponSpreadMax);
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weaponProperties.WeaponSpread = FMath::FRandRange(WeaponSpreadMin, WeaponSpreadMax);
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weaponProperties.ADSWeaponSpreadMultiplier = FMath::FRandRange(ADSWeaponSpreadMulMin, ADSWeaponSpreadMulMax);
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if (IsAutomaticOverride)
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if (IsAutomaticOverride)
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{
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{
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@ -81,6 +81,14 @@ public:
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DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "360" ))
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DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "360" ))
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float WeaponSpreadMax = 15.0f;
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float WeaponSpreadMax = 15.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|ADS Weapon Spread Multiplier",
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DisplayName = "Min", meta = (ClampMin = "0", ClampMax = "360"))
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float ADSWeaponSpreadMulMin = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|ADS Weapon Spread Multiplier",
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DisplayName = "Max", meta = (ClampMin = "0", ClampMax = "360"))
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float ADSWeaponSpreadMulMax = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Is Automatic")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Is Automatic")
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bool IsAutomaticOverride = false;
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bool IsAutomaticOverride = false;
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