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

42 lines
1.4 KiB
C++

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