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

39 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "BlueprintContextBase.h"
#include "Engine/Scene.h"
#include "EFortItemType.h"
#include "FortUIDataConfigurationContext.generated.h"
UCLASS(Blueprintable, NonTransient)
class FORTNITEUI_API UFortUIDataConfigurationContext : public UBlueprintContextBase {
GENERATED_BODY()
public:
UFortUIDataConfigurationContext();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool UseSpecificPinataWeapon() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsQuestVOEnabled() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsLimitedToES2Features() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsChatEnabled() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<EFortItemType> GetItemTypesToUseVaultCamera() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FPostProcessSettings GetFrontEndFFSettings() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool AreSocialFeaturesEnabled() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool ArePartyFeaturesEnabled() const;
};