mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-09-02 19:24:04 +00:00
771 lines
31 KiB
C++
771 lines
31 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/Actor.h"
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#include "Engine/CurveTable.h"
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#include "Engine/EngineTypes.h"
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#include "AI/Navigation/NavAgentInterface.h"
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#include "AI/Navigation/NavRelevantInterface.h"
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#include "GameplayEffectTypes.h"
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#include "GameplayCueInterface.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagAssetInterface.h"
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#include "NavLinkHostInterface.h"
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#include "ActorHealthChangedDelegate.h"
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#include "BuildingActorOnInteractDelegate.h"
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#include "BuildingDamagedSignatureDelegate.h"
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#include "BuildingHealthChangedDelegate.h"
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#include "EAbilitySystemComponentCreationPolicy.h"
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#include "EAttributeInitLevelSource.h"
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#include "EDynamicBuildingPlacementType.h"
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#include "EFortBaseWeaponDamage.h"
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#include "EFortBuildingInitializationReason.h"
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#include "EFortBuildingPersistentState.h"
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#include "EFortBuildingType.h"
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#include "EFortDayPhase.h"
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#include "EFortTeam.h"
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#include "ENavigationObstacleOverride.h"
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#include "FortAbilitySystemInterface.h"
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#include "FortAttributeInitializationKey.h"
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#include "FortDamageableActorInterface.h"
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#include "FortInitializationInterface.h"
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#include "FortInteractInterface.h"
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#include "FortSpawnableByPlacementSystemInterface.h"
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#include "FortTeamActorInterface.h"
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#include "InteractionType.h"
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#include "LevelSaveSpawnable.h"
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#include "Templates/SubclassOf.h"
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#include "TextProperty.h"
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#include "BuildingActor.generated.h"
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class ABuildingActor;
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class AController;
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class AFortAthenaVehicle;
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class AFortDecoTool;
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class AFortMission;
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class AFortPawn;
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class AFortPlacementActor;
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class AFortPlayerController;
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class AFortPlayerPawn;
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class AFortPlayerState;
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class AFortPlayerStateZone;
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class AFortVolume;
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class UActorComponent;
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class UBuildingActorHotSpotConfig;
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class UFortAbilitySystemComponent;
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class UFortBuildingActorSet;
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class UFortHealthBarIndicator;
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class UNavArea;
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class UNavLinkDefinition;
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class UPrimitiveComponent;
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class USoundBase;
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UCLASS(Abstract, Blueprintable, MinimalAPI, Config=Game)
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class ABuildingActor : public AActor, public IFortInteractInterface, public INavLinkHostInterface, public IFortTeamActorInterface, public IFortInitializationInterface, public INavRelevantInterface, public INavAgentInterface, public IFortSpawnableByPlacementSystemInterface, public IGameplayTagAssetInterface, /*public IAbilitySystemInterface,*/ public IGameplayCueInterface, public IFortDamageableActorInterface, public IFortAbilitySystemInterface, public ILevelSaveSpawnable {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, DuplicateTransient, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGuid MyGuid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, SaveGame, meta=(AllowPrivateAccess=true))
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int32 OwnerPersistentID;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
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float SavedHealthPct;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavArea> AreaClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavLinkDefinition> NavigationLinksClass;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_InitialOverlappingVehicles, meta=(AllowPrivateAccess=true))
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TArray<AFortAthenaVehicle*> InitialOverlappingVehicles;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, SaveGame, ReplicatedUsing=OnRep_CurrentBuildingLevel, meta=(AllowPrivateAccess=true))
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int32 CurrentBuildingLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaximumBuildingLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSubclassOf<UFortBuildingActorSet> BuildingAttributeSetClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortBuildingActorSet* BuildingAttributeSet;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_BuildingAttributeSet, meta=(AllowPrivateAccess=true))
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UFortBuildingActorSet* ReplicatedBuildingAttributeSet;
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protected:
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAttributeInitializationKey AttributeInitKeys[2];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EAttributeInitLevelSource AttributeInitLevelSource;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EAbilitySystemComponentCreationPolicy AbilitySystemComponentCreationPolicy;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EPhysicalSurface> PrimarySurfaceType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EFortBaseWeaponDamage::Type> WeaponResponseType;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LifespanAfterDeath;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UFortAbilitySystemComponent* AbilitySystemComponent;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_AbilitySystemComponent, meta=(AllowPrivateAccess=true))
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UFortAbilitySystemComponent* ReplicatedAbilitySystemComponent;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FGameplayCueParameters> PendingDamageImpactCues;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HealthBarIndicatorWidth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HealthBarIndicatorVerticalOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName HealthBarIndicatorSocketName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortHealthBarIndicator* HealthBarIndicator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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int32 HealthBarIndicatorDifficultyRating;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 ForceMetadataRelevant;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 LastMetadataRelevant;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EDynamicBuildingPlacementType::Type> DynamicBuildingPlacementType;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ENavigationObstacleOverride NavigationObstacleOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery IncomingDamageFilterQuery;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bIsInvulnerable: 1;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bPreviewBuildingActor: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bPlayedDying: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bHasRegisteredActorStateAtLeastOnce: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bDirtyForLevelRecordSave: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bSavedMetaPropertiesProcessed: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUpgradeUsesSameClass: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bDisplayLevelInInfoWidget: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAllowUpgradeRegardlessOfPlayerBuildLevel: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bDisplayDamageNumbersInAthena: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseFortHealthBarIndicator: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bSurpressHealthBar: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bCreateVerboseHealthLogs: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsIndestructibleForTargetSelection: 1;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=HandleDestroyed, meta=(AllowPrivateAccess=true))
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uint8 bDestroyed: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bPersistToWorld: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bRefreshFullSaveDataBeforeZoneSave: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bBeingDragged: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bRotateInPlaceGame: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bBeingOneHitDisassembled: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bBoundsAreInvalidForMelee: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsNavigationModifier: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bBlockNavigationLinks: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bCanExportNavigationCollisions: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bCanExportNavigationObstacle: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bMirrorNavLinksX: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bMirrorNavLinksY: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIgnoreMoveGoalCollisionRadius: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bForceDisableRootNavigationRelevance: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bForceAutomationPass: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bForceAutomationPass_NavmeshOnTop: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bForceAutomationPass_SmashableFlat: 1;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bCanBeSavedInCreativeVolume: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsNavigationRelevant: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsNavigationIndestructible: 1;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bBlockNavLinksInCell: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseHotSpotAsMoveGoalReplacement: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bWorldReadyCalled: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bBeingRotatedOrScaled: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bBeingTranslated: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bRotateInPlaceEditor: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bEditorPlaced: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bPlayerPlaced: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bShouldTick: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUsesDayPhaseChange: 1;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsDynamic: 1;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsDynamicOnDedicatedServer: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bUseTickManager: 1;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsMovable: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bRegisteredForDayPhaseChange: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bForceDamagePing: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bDestroyFoliageWhenPlaced: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bObstructTrapTargeting: 1;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bPredictedBuildingActor: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bDoNotBlockBuildings: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bForceBlockBuildings: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIgnoreCollisionWithCriticalActors: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bDestroyOnPlayerBuildingPlacement: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bUseCentroidForBlockBuildingsCheck: 1;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsPlayerBuildable: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bFireBuiltAndDestroyedEvents: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bStructurallySupportOverlappingActors: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAllowInteract: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAllowHostileBlueprintInteraction: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_InstantDeath, meta=(AllowPrivateAccess=true))
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uint8 bInstantDeath: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bEndAbilitiesOnDeath: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText InteractionText;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAlwaysUseNetCullDistanceSquaredForRelevancy: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bHighlightDirty: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_bForceReplayRollback, meta=(AllowPrivateAccess=true))
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uint8 bForceReplayRollback: 1;
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public:
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortBuildingType BuildingType;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EFortTeam::Type> Team;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Team, meta=(AllowPrivateAccess=true))
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uint8 TeamIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIgnoreAffiliationInteractHighlight: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bSuppressInteractionWidget: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_bCollisionBlockedByPawns, meta=(AllowPrivateAccess=true))
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uint8 bCollisionBlockedByPawns: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ConstTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer StaticGameplayTags;
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBuildingDamagedSignature OnDied;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBuildingDamagedSignature OnDamaged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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AFortMission* AssociatedMissionParam;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, SaveGame, meta=(AllowPrivateAccess=true))
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AFortPlacementActor* OriginatingPlacementActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BRMinDrawDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BRMaxDrawDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float StWMinDrawDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float StWMaxDrawDistance;
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBuildingActorOnInteract OnInteract;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FCurveTableRowHandle InteractionSpeed;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 DataVersion;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float LastTakeHitTimeTimeout;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundBase* PlayHitSound;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float CullDistance;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float SnapGridSize;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float VertSnapGridSize;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FVector SnapOffset;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FVector CentroidOffset;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FVector BaseLocToPivotOffset;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, ReplicatedUsing=OnRep_CustomState, meta=(AllowPrivateAccess=true))
|
|
FString CustomState;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<TSubclassOf<UActorComponent>> ComponentTypesWhitelistedForReplication;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
TArray<UPrimitiveComponent*> OverridePrimitivesToExcludeFoliage;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UBuildingActorHotSpotConfig* HotSpotConfig;
|
|
|
|
public:
|
|
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FBuildingHealthChanged OnBuildingHealthChanged;
|
|
|
|
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FActorHealthChanged OnActorHealthChanged;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
AFortVolume* VolumeSpawnedBy;
|
|
|
|
private:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, SaveGame, meta=(AllowPrivateAccess=true))
|
|
float BaselineScale;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float AccumulatedDeltaSinceLastVisualsTick;
|
|
|
|
public:
|
|
ABuildingActor();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
|
|
bool UseDefaultHealthBar() const;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void SnapDmgVisualsToCurrentHealth();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SilentDie();
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
|
|
bool ShouldDie(float Damage, AController* EventInstigator, AActor* DamageCauser);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetTeam(uint8 InTeam);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetSuppressHealthBar(bool bNewValue);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetQuestHighlight(bool Enabled);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetNavigationModifier(bool bEnableModifier);
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SetHealthBarIndicatorDifficultyRating(int32 InDisplayLevel);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetHealth(float NewHealth);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SetCustomState(const FString& NewState);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCanBeSavedToCreativeVolume(bool bCanBeSaved);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void Resave();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void RemoveEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& TagsToRemove);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
|
|
void PlacedByPlayer(const AFortPlayerStateZone* PlayerState);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
|
|
void PlacedByPlacementTool();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnWorldReady();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnSetCustomDepthStencilValue(const TArray<UPrimitiveComponent*>& PrimComponents, bool bUseCustomDepth, int32 StencilValue, bool& bOutConsume);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_Team();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_InstantDeath();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_InitialOverlappingVehicles();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_CustomState();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_CurrentBuildingLevel();
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_BuildingAttributeSet();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_bForceReplayRollback();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_bCollisionBlockedByPawns();
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_AbilitySystemComponent();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnMatchStarted();
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnDeathServer(float Damage, const FGameplayTagContainer& DamageTags, FVector Momentum, const FHitResult& HitInfo, AController* InstigatedBy, AActor* DamageCauser, FGameplayEffectContextHandle EffectContext);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
|
|
void OnDeathPlayEffects(float Damage, const FGameplayTagContainer& DamageTags, FVector Momentum, const FHitResult& HitInfo, AFortPawn* InstigatedBy, AActor* DamageCauser, FGameplayEffectContextHandle EffectContext);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
|
|
void OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation);
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnDamageServer(float Damage, const FGameplayTagContainer& DamageTags, FVector Momentum, const FHitResult& HitInfo, AController* InstigatedBy, AActor* DamageCauser, FGameplayEffectContextHandle EffectContext);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
|
|
void OnDamagePlayEffects(float Damage, const FGameplayTagContainer& DamageTags, FVector Momentum, const FHitResult& HitInfo, AFortPawn* InstigatedBy, AActor* DamageCauser, FGameplayEffectContextHandle EffectContext);
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
|
|
void OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsPlayerBuilt() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsDamaged() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, BlueprintPure)
|
|
bool IsAcceptablePositionForPlacement(const FVector& InLocation, const FRotator& InRotation, AFortDecoTool* DecoTool, bool bIsCDO, FText& OutFailureReason) const;
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void InitializeKismetSpawnedBuildingActor(ABuildingActor* BuildingOwner, AFortPlayerController* SpawningController, bool bUsePlayerBuildAnimations);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool HasHealthLeft() const;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void HandleDestroyed();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetShieldPercent() const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
float GetShieldOrHealthPercent();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetShield() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFortPlayerState* GetOwningPlayerState() const;
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
|
|
AController* GetOwningController() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetMissingHealth() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetMaxShield() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetMaxHealth() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetHealthPercent() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetHealth() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
void GetEditorTestTags(FGameplayTagContainer& TagContainer) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FString GetCustomState() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetCurrentBuildingLevel() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FVector GetCentroid() const;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void GameplayCue_InstantDeath(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void GameplayCue_Healing(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void GameplayCue_Damage(TEnumAsByte<EGameplayCueEvent::Type> EventType, FGameplayCueParameters Parameters);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void ForceBuildingHealth(float NewHealth);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void CustomStateChanged();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ClearPlayedDying();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
|
|
bool BlueprintOnLocalInteract(AFortPlayerPawn* InteractingPawn);
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
|
|
void BlueprintOnInteract(const AFortPawn* InteractingPawn);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
|
|
void BlueprintOnBeginInteract();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
FText BlueprintGetInteractionString(const AFortPawn* InteractingPawn) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
FText BlueprintGetFailedInteractionString(const AFortPawn* InteractingPawn) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
|
|
bool BlueprintCanInteract(const AFortPawn* InteractingPawn) const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AddEditorOnlyInstanceGameplayTags(const FGameplayTagContainer& NewTags);
|
|
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
UFUNCTION()
|
|
bool ServerOnAttemptInteract(const FInteractionType& InteractType) override PURE_VIRTUAL(ServerOnAttemptInteract, return false;);
|
|
|
|
UFUNCTION()
|
|
uint8 GetTeam() const override PURE_VIRTUAL(GetTeam, return 0;);
|
|
|
|
UFUNCTION()
|
|
void WorldReady() override PURE_VIRTUAL(WorldReady,);
|
|
|
|
UFUNCTION()
|
|
bool NeedsWorldReady() const override PURE_VIRTUAL(NeedsWorldReady, return false;);
|
|
|
|
UFUNCTION()
|
|
void MatchStarted() override PURE_VIRTUAL(MatchStarted,);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
FGuid GetMissionGuid() const override PURE_VIRTUAL(GetMissionGuid, return FGuid{};);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
AFortMission* GetMission() const override PURE_VIRTUAL(GetMission, return NULL;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override PURE_VIRTUAL(HasMatchingGameplayTag, return false;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAnyMatchingGameplayTags, return false;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAllMatchingGameplayTags, return false;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(GetOwnedGameplayTags,);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintCosmetic)
|
|
void ForwardGameplayCueToParent() override PURE_VIRTUAL(ForwardGameplayCueToParent,);
|
|
|
|
};
|
|
|