#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GameFramework/Actor.h" #include "GameFramework/OnlineReplStructs.h" #include "FortSaveFileBuildingInstructionsHandler.generated.h" class AFortPlayerController; class UFortBuildingInstructions; UCLASS(Blueprintable, Config=Game) class FORTNITEGAME_API AFortSaveFileBuildingInstructionsHandler : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString SaveFileName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector LoadedBuildingsScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector LoadedBuildingsAdditionalTranslation; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bUseAbsoluteCoordinates: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bTrackDestroyedBuildings: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr DefaultBuildingInstructions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bLoadInvisible: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bDespawnOnBuildingsSpawned: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bSpawnBuildingsAutomaticallyAfterLoad: 1; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FUniqueNetIdRepl OperationUserId; public: AFortSaveFileBuildingInstructionsHandler(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) bool SaveBuildings(AFortPlayerController* FortPC); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) bool ResetBuildings(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) void LoadBuildings(AFortPlayerController* FortPC); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) bool AreBuildingsLoaded(); };