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