mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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95 lines
3.5 KiB
C++
95 lines
3.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "NavigationSystem.h"
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#include "FortNavSystem.generated.h"
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class AActor;
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class AFortNavigationGraph;
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class ANavigationData;
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class ARecastNavMesh;
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class UFortInescapableZoneTracker;
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class UFortNavLinkBlockerComponent;
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class UFortPathCostEstimator;
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class UNavArea;
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class UObject;
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UCLASS(Blueprintable, NonTransient, Config=Game)
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class FORTNITEGAME_API UFortNavSystem : public UNavigationSystemV1 {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavArea> DefaultSmashableArea;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavArea> JumpDownArea;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavArea> JumpDownSmashableArea;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavArea> JumpDownSmashableArea2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UNavArea> JumpDownSmashableArea3;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<ARecastNavMesh*> NamedNavmeshes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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TArray<UFortNavLinkBlockerComponent*> NavLinkBlockers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UFortPathCostEstimator*> PathEstimators;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UFortInescapableZoneTracker*> InescapableZones;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAllowAutoRebuild: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bRebuildOnInitialUnlock: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUsesStreamedInNavLevel: 1;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseStaticMeshLinks: 1;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseStaticWorldLinksDown: 1;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseStaticWorldLinksUp: 1;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseJumpLinkActors: 1;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DirtyAreasUpdateFreqInactive;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortNavigationGraph* NavGraphData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AActor*> CompositePathGoals;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FBox> AtlasCells;
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public:
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UFortNavSystem();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnNavDataRegistered(ANavigationData* NavData);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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static bool IsNavmeshInRadiusInitialized(UObject* WorldContext, const FVector& TestLocation, float TestRadius);
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};
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