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