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

61 lines
2.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortRemoteControlPawnSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortRemoteControlPawnSet : public UFortAttributeSet {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData FuseLength;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MouseTurnCap;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MouseTurnRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MouseTurnRateMax;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData GyroTurnRateMax;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData KeyboardTurnRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ControllerTurnRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData TouchTurnRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxAcceleration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData UseLaunchDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData LaunchDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData LaunchSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData OutOfHealthExplodeDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData PlayerCanDetonate;
UFortRemoteControlPawnSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};