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

48 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortPlayerControllerPvE.h"
#include "FortPlayerControllerKeep.generated.h"
UCLASS(Blueprintable)
class FORTNITEGAME_API AFortPlayerControllerKeep : public AFortPlayerControllerPvE {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
int32 WorkshopPickedItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
int32 ArmoryPickedItems;
public:
AFortPlayerControllerKeep();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable, Exec)
void StreamOutStuff();
UFUNCTION(BlueprintCallable, Exec)
void StreamInStuff();
UFUNCTION(BlueprintCallable, Exec)
void SetPermaniteAvailability(bool bAvailable);
UFUNCTION(BlueprintCallable, Exec)
void RestoreContainers();
UFUNCTION(BlueprintCallable, Exec)
void ResetContainers();
UFUNCTION(BlueprintCallable, Exec)
void DumpItemData();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientUnloadFoundations();
private:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSetPermaniteAvailability(bool bAvailable);
};