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42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "ReplicationGraph.h"
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#include "FortReplicationGraph.generated.h"
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class AActor;
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class UFortReplicationGraphNode_BroadcastSpectator;
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class UReplicationGraphNode_ActorList;
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class UReplicationGraphNode_FortVolumeGrid;
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class UReplicationGraphNode_GridSpatialization2D;
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UCLASS(Blueprintable, NonTransient)
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class UFortReplicationGraph : public UReplicationGraph {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UClass*> AlwaysRelevantClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UReplicationGraphNode_GridSpatialization2D* RootGridNode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UReplicationGraphNode_ActorList* AlwaysRelevantNode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortReplicationGraphNode_BroadcastSpectator* BroadcastSpectatorRelevancyNode;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UReplicationGraphNode_FortVolumeGrid*> FortVolumeGrids;
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public:
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UFortReplicationGraph();
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UFUNCTION(BlueprintCallable)
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void OnVehicleDestroyed(AActor* DestroyedVehicle);
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UFUNCTION(BlueprintCallable)
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void OnHighFrequencyPawnDestroyed(AActor* Pawn);
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};
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