Files
UnrealEvent/Project/Source/FortniteGame/Public/FortControllerComponent_Interaction.h
2026-04-22 15:51:07 +02:00

76 lines
2.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortControllerComponent.h"
#include "TInteractionType.h"
#include "FortControllerComponent_Interaction.generated.h"
class AActor;
class UAudioComponent;
class UFortInteractContextInfo;
class UObject;
class UPrimitiveComponent;
UCLASS(Blueprintable, ClassGroup=Custom, Config=Game, meta=(BlueprintSpawnableComponent))
class FORTNITEGAME_API UFortControllerComponent_Interaction : public UFortControllerComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* LongInteractAudioComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortInteractContextInfo* PossibleInteractContextInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortInteractContextInfo* InteractResponse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AActor* InteractActor;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bFilterInteractrTracesBehindMyFortPawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float MobileUpdateCachedInteractActorsCooldown;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float MobileUpdateCachedInteractActorsCooldownLength;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bTapInteractEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bHoldingUse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bRetryUse;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowRetryUse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bAthena;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bShouldBlockInteractionsForAllVehiclePassengers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortInteractContextInfo* AutoDoorInteractResponse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<AActor*> CurrentlyHighlightedActors;
public:
UFortControllerComponent_Interaction();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAttemptInteract(AActor* ReceivingActor, UPrimitiveComponent* InteractComponent, TInteractionType InteractType, UObject* OptionalObjectData);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
UFortInteractContextInfo* K2_GetInteractResponse();
UFUNCTION(BlueprintCallable)
void FixupInteractionWidgetsOnUnzoom();
};