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

59 lines
2.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "UObject/NoExportTypes.h"
#include "EFortHomingStyle.h"
#include "FortProjectileMovementInterface.generated.h"
class AActor;
UINTERFACE(Blueprintable)
class FORTNITEGAME_API UFortProjectileMovementInterface : public UInterface {
GENERATED_BODY()
};
class FORTNITEGAME_API IFortProjectileMovementInterface : public IInterface {
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingTurnSpeedMin(float NewTurnSpeedMin);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingTurnSpeedMax(float NewTurnSpeedMin);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingTimeUntilMaxTurnSpeed(float NewTimeUntilMax);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingTargetPosition(const FVector& HomingTargetPosition);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingTargetOffset(const FVector& NewHomingOffset);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingTarget(AActor* HomingTarget);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingStyle(EFortHomingStyle NewHomingStyle, bool ResetHomingTurnSpeedTimer);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingLockTargetDistanceThreshold(float NewDistanceThreshold);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetHomingLaserTargetDistance(float NewDistance);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetDesiredDirection(const FVector& Direction);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void SetAccelerationMagnitude(const float InAccelerationMagnitude);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnReachedLockTargetDistanceThreshold();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnHomingPassedTarget();
};