Files
2026-04-22 15:51:07 +02:00

76 lines
3.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortAdvancedMovementSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortAdvancedMovementSet : public UFortAttributeSet {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_GroundFriction, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData GroundFriction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingDecelerationWalking, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData BrakingDecelerationWalking;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingDecelerationFalling, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData BrakingDecelerationFalling;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingDecelerationFlying, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData BrakingDecelerationFlying;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxAcceleration, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxAcceleration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxAccelerationFlying, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxAccelerationFlying;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingFrictionFactor, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData BrakingFrictionFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_JumpZVelocity, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData JumpZVelocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData JumpHorizontalAccelerationOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData JumpHorizontalVelocityOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MinAnalogWalkSpeed, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MinAnalogWalkSpeed;
UFortAdvancedMovementSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void OnRep_MinAnalogWalkSpeed();
UFUNCTION(BlueprintCallable)
void OnRep_MaxAccelerationFlying();
UFUNCTION(BlueprintCallable)
void OnRep_MaxAcceleration();
UFUNCTION(BlueprintCallable)
void OnRep_JumpZVelocity();
UFUNCTION(BlueprintCallable)
void OnRep_GroundFriction();
UFUNCTION(BlueprintCallable)
void OnRep_BrakingFrictionFactor();
UFUNCTION(BlueprintCallable)
void OnRep_BrakingDecelerationWalking();
UFUNCTION(BlueprintCallable)
void OnRep_BrakingDecelerationFlying();
UFUNCTION(BlueprintCallable)
void OnRep_BrakingDecelerationFalling();
};