Files
UnrealEvent/Project/Source/FortniteGame/Public/FortSaveFileBuildingInstructionsHandler.h
2026-04-22 15:51:07 +02:00

62 lines
2.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "GameFramework/OnlineReplStructs.h"
#include "FortSaveFileBuildingInstructionsHandler.generated.h"
class AFortPlayerController;
class UFortBuildingInstructions;
UCLASS(Blueprintable, Config=Game)
class FORTNITEGAME_API AFortSaveFileBuildingInstructionsHandler : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString SaveFileName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector LoadedBuildingsScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector LoadedBuildingsAdditionalTranslation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bUseAbsoluteCoordinates: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bTrackDestroyedBuildings: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortBuildingInstructions> DefaultBuildingInstructions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bLoadInvisible: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bDespawnOnBuildingsSpawned: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bSpawnBuildingsAutomaticallyAfterLoad: 1;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl OperationUserId;
public:
AFortSaveFileBuildingInstructionsHandler();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool SaveBuildings(AFortPlayerController* FortPC);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool ResetBuildings();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void LoadBuildings(AFortPlayerController* FortPC);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool AreBuildingsLoaded();
};