mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
Lil Cleanup add Weapon Classes and some Data and Facial Master ABP for head facials
This commit is contained in:
@@ -9,6 +9,6 @@ public class FortniteGameTarget : TargetRules
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "FortniteGame, FortniteEditor" } );
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ExtraModuleNames.AddRange( new string[] { "FortniteGame", "FortniteEditor" } );
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}
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}
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@@ -16,8 +16,7 @@ public class FortniteGame : ModuleRules
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"GameplayTags",
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"GameplayAbilities",
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"InputCore",
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"Niagara",
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"FortniteEditor"
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"Niagara"
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}
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);
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@@ -816,4 +816,40 @@ enum class EAnimRelaxedState : uint8
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RelaxedLevel1,
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RelaxedLevel2,
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EAnimRelaxedState_MAX,
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};
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UENUM()
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enum class EFortReloadFXState : uint8
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{
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ReloadStart,
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ReloadCartridge,
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ReloadEnd,
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Max_None,
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EFortReloadFXState_MAX,
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};
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UENUM()
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enum class EFortWeaponSoundState : uint8
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{
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Normal,
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LowAmmo,
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Degraded,
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Max_None,
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EFortWeaponSoundState_MAX,
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};
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UENUM()
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enum class EFortDisplayTier : uint8
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{
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Invalid,
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Handmade,
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Copper,
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Silver,
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Malachite,
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Obsidian,
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Brightcore,
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Spectrolite,
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Shadowshard,
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Sunbeam,
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Moonglow,
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EFortDisplayTier_MAX,
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};
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "FortniteGame/Public/Abilities/FortAbilitySet.h"
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Abilities/FortGameplayAbility.h"
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@@ -0,0 +1,5 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Items/FortAlterationItemDefinition.h"
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@@ -0,0 +1,5 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Weapons/Data/FortWeaponAdditionalData.h"
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Weapons/Data/FortWeaponItemDefinition.h"
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Weapons/Data/FortWeaponMeleeItemDefinition.h"
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Weapons/Data/FortWeaponRangedItemDefinition.h"
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@@ -0,0 +1,33 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Weapons/FortWeapon.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Weapons/FortWeapon.h"
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// Sets default values
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AFortWeapon::AFortWeapon()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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RootComponent = CreateDefaultSubobject<USceneComponent>(L"DefaultSceneRoot");
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/* Creating the default weapon mesh */
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WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(L"WeaponMesh");
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WeaponMesh->AttachTo(RootComponent);
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}
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// Called when the game starts or when spawned
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void AFortWeapon::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AFortWeapon::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Weapons/FortWeaponRanged.h"
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@@ -0,0 +1,4 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Weapons/FortWeaponRangedDual.h"
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@@ -0,0 +1,17 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "FortAbilitySet.generated.h"
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/**
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*
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*/
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UCLASS()
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class FORTNITEGAME_API UFortAbilitySet : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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};
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@@ -0,0 +1,17 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Abilities/GameplayAbility.h"
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#include "FortGameplayAbility.generated.h"
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/**
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*
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*/
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UCLASS()
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class FORTNITEGAME_API UFortGameplayAbility : public UGameplayAbility
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{
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GENERATED_BODY()
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};
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@@ -233,4 +233,481 @@ public:
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UPROPERTY(EditAnywhere)
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float SprintingStaminaExpenditureRate;
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};
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USTRUCT(BlueprintType)
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struct FFortBaseWeaponStats : public FTableRowBase
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int BaseLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FName NamedWeightRow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DmgPB;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DmgMid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DmgLong;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DmgMaxRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float EnvDmgPB;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float EnvDmgMid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float EnvDmgLong;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float EnvDmgMaxRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ImpactDmgPB;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ImpactDmgMid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ImpactDmgLong;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ImpactDmgMaxRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bForceControl;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RngPB;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RngMid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RngLong;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RngMax;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UCurveTable* DmgScaleTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FName DmgScaleTableRow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DmgScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UCurveTable* EnvDmgScaleTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FName EnvDmgScaleTableRow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float EnvDmgScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UCurveTable* ImpactDmgScaleTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FName ImpactDmgScaleTableRow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ImpactDmgScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FName SurfaceRatioRowName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DamageZone_Light;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DamageZone_Normal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DamageZone_Critical;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DamageZone_Vulnerability;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float KnockbackMagnitude;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MidRangeKnockbackMagnitude;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float LongRangeKnockbackMagnitude;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float KnockbackZAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float StunTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float StunScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UDataTable* Durability;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FName DurabilityRowName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DurabilityScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DurabilityPerUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DiceCritChance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DiceCritDamageMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ReloadTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ReloadScale;
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//UPROPERTY(BlueprintReadWrite, EditAnywhere)
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//EFortWeaponReloadType ReloadType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bReloadInterruptIsImmediate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int ClipSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ClipScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int InitialClips;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int CartridgePerFire;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int AmmoCostPerFire;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int MaxAmmoCostPerFire;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MinChargeTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MaxChargeTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ChargeDownTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MinChargeDamageMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MaxChargeDamageMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float EquipAnimRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float QuickBarSlotCooldownDuration;
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};
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USTRUCT(BlueprintType)
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struct FFortMeleeWeaponStats : public FFortBaseWeaponStats
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RangeVSEnemies;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ConeYawAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ConePitchAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SwingPlaySpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SwingTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float BuildingConeAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float BuildingConeAnglePitch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RangeVSBuildings2D;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RangeVSBuildingsZ;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RangeVSWeakSpots;
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};
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USTRUCT(BlueprintType)
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struct FFortRangedWeaponStats : public FFortBaseWeaponStats
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float Spread;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SpreadDownsights;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float StandingStillSpreadMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float AthenaCrouchingSpreadMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float AthenaJumpingFallingSpreadMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float AthenaSprintingSpreadMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MinSpeedForSpreadMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MaxSpeedForSpreadMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SpreadDownsightsAdditionalCooldownTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatX1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatY1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatX2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatY2;
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||||
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatX3;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatY3;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeatXScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float HeatYScale;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float CoolX1;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float CoolY1;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float CoolX2;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float CoolY2;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float CoolX3;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolY3;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float CoolXScale;
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||||
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float CoolYScale;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
int BulletsPerCartridge;
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||||
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float FiringRate;
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||||
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float ROFScale;
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||||
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float BurstFiringRate;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilVert;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilVertScale;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilVertScaleGamepad;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float VertRecoilDownChance;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RecoilHoriz;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float RecoilHorizScale;
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||||
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilHorizScaleGamepad;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilInterpSpeed;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilRecoveryInterpSpeed;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilRecoveryDelay;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilRecoveryFraction;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float RecoilDownsightsMultiplier;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilMagnitudeMin;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
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||||
float AthenaRecoilMagnitudeMax;
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||||
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||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilMagnitudeScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilAngleMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilAngleMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilRollMagnitudeMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilRollMagnitudeMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilInterpSpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilRecoveryInterpSpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilDownsightsMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilHipFireMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaAimAssistRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ADSTransitionInTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ADSTransitionOutTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int MaxSpareAmmo;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int BulletsPerTracer;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIDelayBeforeFiringMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIDelayBeforeFiringMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIFireDurationMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIFireDurationMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIMinSpreadDuration;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIMaxSpreadDuration;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIDurationSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIAdditionalSpreadForTargetMovingLaterally;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EQSDensity;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinApproachRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinActualRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinPreferredRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinPreferredRangeEQS;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxPreferredRangeEQS;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxPreferredRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxActualRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxApproachRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float SweepRadius;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AutoReloadDelayOverride;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortLootLevelData : public FTableRowBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FName Category;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int LootLevel;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int MinItemLevel;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int MaxItemLevel;
|
||||
};
|
||||
@@ -0,0 +1,147 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Items/FortAccountItemDefinition.h"
|
||||
#include "FortAlterationItemDefinition.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortCosmeticModification
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UMaterialInterface> CosmeticMaterial;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> AmbientParticleSystem;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> MuzzleParticleSystem;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UNiagaraSystem> MuzzleNiagaraSystem;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> ReloadParticleSystem;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> BeamParticleSystem;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UNiagaraSystem> BeamNiagaraSystem;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> ImpactPhysicalSurfaceEffects[0x1b];
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<TSoftObjectPtr<UNiagaraSystem>> ImpactNiagaraPhysicalSurfaceEffects;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UClass* TracerTemplate;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bModifyColor;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FLinearColor ColorAlteration;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName ColorParameterName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bModifyDecalColour;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FLinearColor DecalColourAlterationStart;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FLinearColor DecalColourAlterationEnd;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bModifyShellColour;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FLinearColor ShellColourAlteration;
|
||||
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortItemQuantityPair
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere)
|
||||
FPrimaryAssetId ItemPrimaryAssetId;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
int Quantity;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortConditionalIncludeTags
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTagContainer ConditionTags;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTagContainer IncludeTags;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortConditionalCosmeticModification
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FFortCosmeticModification CosmeticModification; // 0x00(0x5e0)
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTagContainer ConditionalTags; // 0x5e0(0x20)
|
||||
};
|
||||
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class FORTNITEGAME_API UFortAlterationItemDefinition : public UFortAccountItemDefinition
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
EFortAlteration AlterationType;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FFortCosmeticModification DefaultCosmetic;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FFortConditionalCosmeticModification> ConditionalCosmetics;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FFortConditionalIncludeTags> AdditionalGameplayTags;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UFortAbilitySet> AlterationAbilitySet;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FFortItemQuantityPair> AdditionalRespecCosts;
|
||||
|
||||
};
|
||||
@@ -57,4 +57,9 @@ public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FSoftClassPath CustomLeftsideContent;
|
||||
|
||||
virtual FPrimaryAssetId GetPrimaryAssetId() const override
|
||||
{
|
||||
return FPrimaryAssetId("GiftBox", GetFName());
|
||||
}
|
||||
};
|
||||
@@ -25,4 +25,9 @@ public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FText UnlockDescription;
|
||||
|
||||
virtual FPrimaryAssetId GetPrimaryAssetId() const override
|
||||
{
|
||||
return FPrimaryAssetId("ItemAccessToken", GetFName());
|
||||
}
|
||||
};
|
||||
|
||||
@@ -15,482 +15,7 @@
|
||||
#include "FortItemDefinition.generated.h"
|
||||
|
||||
/* Weapon statistics structures */
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortBaseWeaponStats : public FTableRowBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int BaseLevel;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FName NamedWeightRow;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DmgPB;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DmgMid;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DmgLong;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DmgMaxRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EnvDmgPB;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EnvDmgMid;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EnvDmgLong;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EnvDmgMaxRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ImpactDmgPB;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ImpactDmgMid;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ImpactDmgLong;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ImpactDmgMaxRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bForceControl;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RngPB;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RngMid;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RngLong;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RngMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
class UCurveTable* DmgScaleTable;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FName DmgScaleTableRow;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DmgScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
class UCurveTable* EnvDmgScaleTable;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FName EnvDmgScaleTableRow;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EnvDmgScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
class UCurveTable* ImpactDmgScaleTable;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FName ImpactDmgScaleTableRow;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ImpactDmgScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FName SurfaceRatioRowName;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DamageZone_Light;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DamageZone_Normal;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DamageZone_Critical;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DamageZone_Vulnerability;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float KnockbackMagnitude;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MidRangeKnockbackMagnitude;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float LongRangeKnockbackMagnitude;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float KnockbackZAngle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float StunTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float StunScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
class UDataTable* Durability;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
FName DurabilityRowName;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DurabilityScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DurabilityPerUse;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DiceCritChance;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float DiceCritDamageMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ReloadTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ReloadScale;
|
||||
|
||||
//UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
//EFortWeaponReloadType ReloadType;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bReloadInterruptIsImmediate;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int ClipSize;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ClipScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int InitialClips;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int CartridgePerFire;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int AmmoCostPerFire;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int MaxAmmoCostPerFire;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinChargeTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxChargeTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ChargeDownTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinChargeDamageMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxChargeDamageMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EquipAnimRate;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float QuickBarSlotCooldownDuration;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortMeleeWeaponStats : public FFortBaseWeaponStats
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RangeVSEnemies;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ConeYawAngle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ConePitchAngle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float SwingPlaySpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float SwingTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float BuildingConeAngle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float BuildingConeAnglePitch;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RangeVSBuildings2D;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RangeVSBuildingsZ;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RangeVSWeakSpots;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortRangedWeaponStats : public FFortBaseWeaponStats
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float Spread;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float SpreadDownsights;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float StandingStillSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaCrouchingSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaJumpingFallingSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaSprintingSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinSpeedForSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxSpeedForSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float SpreadDownsightsAdditionalCooldownTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatX1;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatY1;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatX2;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatY2;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatX3;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatY3;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatXScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float HeatYScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolX1;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolY1;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolX2;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolY2;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolX3;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolY3;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolXScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float CoolYScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int BulletsPerCartridge;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float FiringRate;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ROFScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float BurstFiringRate;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilVert;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilVertScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilVertScaleGamepad;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float VertRecoilDownChance;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilHoriz;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilHorizScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilHorizScaleGamepad;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilInterpSpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilRecoveryInterpSpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilRecoveryDelay;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilRecoveryFraction;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float RecoilDownsightsMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilMagnitudeMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilMagnitudeMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilMagnitudeScale;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilAngleMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilAngleMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilRollMagnitudeMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilRollMagnitudeMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilInterpSpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilRecoveryInterpSpeed;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilDownsightsMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaRecoilHipFireMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AthenaAimAssistRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ADSTransitionInTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float ADSTransitionOutTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int MaxSpareAmmo;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int BulletsPerTracer;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIDelayBeforeFiringMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIDelayBeforeFiringMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIFireDurationMin;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIFireDurationMax;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIMinSpreadDuration;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIMaxSpreadDuration;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIDurationSpreadMultiplier;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AIAdditionalSpreadForTargetMovingLaterally;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float EQSDensity;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinApproachRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinActualRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinPreferredRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinPreferredRangeEQS;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxPreferredRangeEQS;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxPreferredRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxActualRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MaxApproachRange;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float SweepRadius;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float AutoReloadDelayOverride;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortLootLevelData : public FTableRowBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FName Category;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int LootLevel;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int MinItemLevel;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int MaxItemLevel;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class FORTNITEGAME_API UFortItemDefinition : public UMcpItemDefinitionBase
|
||||
|
||||
@@ -144,6 +144,9 @@ public:
|
||||
UPROPERTY(EditAnywhere)
|
||||
FTransform PickupMeshTransform;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bIsPickupASpecialActor;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTag SpecialActorPickupTag;
|
||||
|
||||
@@ -162,6 +165,51 @@ public:
|
||||
UPROPERTY(EditAnywhere)
|
||||
FSlateBrush PickupCompassIconBrush;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FScalableFloat PickupDespawnTime;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FScalableFloat InStormPickupDespawnTime;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FScalableFloat NetworkCullDistanceOverride;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UStaticMesh> PickupStaticMesh;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USkeletalMesh> PickupSkeletalMesh;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UClass* PickupEffectOverride;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USoundBase> PickupSound;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USoundBase> PickupByNearbyPawnSound;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USoundBase> DropSound;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USoundBase> DroppedLoopSound;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USoundBase> LandedSound;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FDataTableRowHandle DisassembleRecipe;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float DisassembleDurabilityDegradeMinLootPercent;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float DisassembleDurabilityDegradeMaxLootPercent;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
int PreferredQuickbarSlot;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
int MinLevel;
|
||||
|
||||
|
||||
@@ -0,0 +1,142 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "GameplayTags.h"
|
||||
#include "../../../FortniteGame.h"
|
||||
#include "Abilities/FortGameplayAbility.h"
|
||||
#include "FortWeaponAdditionalData.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS(DefaultToInstanced, EditInlineNew)
|
||||
class FORTNITEGAME_API UFortWeaponAdditionalData : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class UFortWeaponAdditionalData_AudioVisualizerData : public UFortWeaponAdditionalData
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UTexture* AudioVisualizerIconOverride;
|
||||
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortAnimInput_PlayerAnimAsset
|
||||
{
|
||||
GENERATED_BODY() // To Do!
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FName NotDone;
|
||||
|
||||
|
||||
};
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class UFortWeaponAnimSet : public UDataAsset
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float DelayBetweenFireAndFullBodySprint;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FFortAnimInput_PlayerAnimAsset MaleAnimAsset;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FFortAnimInput_PlayerAnimAsset FemaleAnimAsset;
|
||||
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortUICameraFrameTargetBounds
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FVector Origin;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float CylinderHalfHeight;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float CylinderRadius;
|
||||
};
|
||||
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class UFortWeaponAdditionalData_SingleWieldState : public UFortWeaponAdditionalData
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTag AssociatedTagVariant;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UClass* PrimaryFireAbility_InState;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UFortWeaponAnimSet> AnimSet_InState;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UAnimMontage> EquipMontage_InState;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bHideOffhandMesh;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bUseSeparatePreviewOffsets;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FVector ImpactFxPreviewOffset;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FVector OffHandPreviewOffset;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FRotator OffHandPreviewRotation;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FRotator InitialPreviewRotation;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float FrontendPreviewScale;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FFortUICameraFrameTargetBounds CameraFramingBounds;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
EFortWeaponCoreAnimation AnimationStyleToUse;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UFortGameplayAbility* LiveAbility;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UFortWeaponAnimSet* LiveAnimSet;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UAnimMontage* LiveMontage;
|
||||
|
||||
};
|
||||
|
||||
@@ -0,0 +1,185 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Items/FortWorldItemDefinition.h"
|
||||
#include "Engine/DataTable.h"
|
||||
#include "Abilities/FortAbilitySet.h"
|
||||
#include "Athena/Items/AthenaItemWrapDefinition.h"
|
||||
#include "Customization/CustomCharacterPart.h"
|
||||
#include "Items/FortAlterationItemDefinition.h"
|
||||
#include "FortWeaponAdditionalData.h"
|
||||
#include "FortWeaponItemDefinition.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortCreativeTagsHelper
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FName> CreativeTags;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class FORTNITEGAME_API UFortWeaponItemDefinition : public UFortWorldItemDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UClass* WeaponActorClass;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
USkeletalMesh* WeaponMeshOverride;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UAthenaItemWrapDefinition> IntrinsicOverrideWrap;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FDataTableRowHandle WeaponStatHandle;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FScalableFloat WeaponRechargeAmmoRate;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FScalableFloat WeaponRechargeAmmoQuantity;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UFortAbilitySet> AbilitySet;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName AlterationSlotsLoadoutRow;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName BaselineAlterationSlotsLoadoutRow;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TSoftObjectPtr<UFortAlterationItemDefinition> BaseAlteration;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TSoftObjectPtr<UFortAlterationItemDefinition> BaseCosmeticAlteration;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UClass* PrimaryFireAbility;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UClass* SecondaryFireAbility;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UClass* ReloadAbility;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UClass* OnHitAbility;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<UClass*> EquippedAbilities;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UFortAbilitySet> EquippedAbilitySet;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<UCustomCharacterPart*> EquippedCharacterParts;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UFortWorldItemDefinition* AmmoData;
|
||||
|
||||
UPROPERTY(EditAnywhere, Instanced)
|
||||
TArray<UFortWeaponAdditionalData*> AdditionalDataFields;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float LowAmmoPercentage;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
EFortWeaponTriggerType TriggerType;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
EFortWeaponTriggerType SecondaryTriggerType;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
EFortDisplayTier DisplayTier;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bUsesPhantomReserveAmmo;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bUsesCustomAmmoType;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bAllowSecondaryFireToInterruptPrimary;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bAllowTargetingDuringReload;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bTargetingPreventsReload;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bCanFireWhileInstigatorTethered;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bCanFireWhileNotTargetedInVehicle;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bAlwaysChargeUpToMin;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bReticleCornerOutsideSpreadRadius;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bValidForLastEquipped;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bPreventDefaultPreload;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bRequestClientPreload;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float HitNotifyDuration;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UTexture2D* ReticleImage;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<float> ReticleCornerAngles;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UTexture2D* ReticleCenterImage;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UTexture2D* ReticleCenterPerfectAimImage;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FVector2D ReticleCenterImageOffset;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UTexture2D> ReticleInvalidTargetImage;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTagContainer AnalyticTags;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTagContainer PlayerGrantedGameplayTags;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FName> ActualAnalyticFNames;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FFortCreativeTagsHelper CreativeTagsHelper;
|
||||
|
||||
UPROPERTY(EditAnywhere, Instanced)
|
||||
UFortWeaponAdditionalData* AdditionalData;
|
||||
|
||||
virtual FPrimaryAssetId GetPrimaryAssetId() const override
|
||||
{
|
||||
return FPrimaryAssetId("Weapon", GetFName());
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,204 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Weapons/Data/FortWeaponItemDefinition.h"
|
||||
#include "NiagaraSystem.h"
|
||||
#include "GameplayTags.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
#include "FortWeaponAdditionalData.h"
|
||||
#include "FortWeaponMeleeItemDefinition.generated.h"
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FORTNITEGAME_API FAttachedParticleComponentDef
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FTransform Transform;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName ParentSocket;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> Template;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TEnumAsByte<EDetailMode> DetailMode;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FORTNITEGAME_API FMarshalledVFXData
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTagContainer ParameterGroups;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
EFXType Type;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UFXSystemAsset> Asset;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName AttachAtBone;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FTransform RelativeOffset;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FGameplayTag EffectIdTag;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bAutoActivate;
|
||||
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FORTNITEGAME_API FParameterNameMapping
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName CascadeName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName NiagaraName;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FMarshalledVFXAuthoredData
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FMarshalledVFXData> NiagaraVFX;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FMarshalledVFXData> CascadeVFX;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TMap<FName, FParameterNameMapping> NameReplacements;
|
||||
};
|
||||
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class UMarshalledVFX_AuthoredDataConfig : public UObject
|
||||
{
|
||||
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FMarshalledVFXAuthoredData Data;
|
||||
|
||||
};
|
||||
UCLASS(BlueprintType)
|
||||
class FORTNITEGAME_API UFortWeaponMeleeItemDefinition : public UFortWeaponItemDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UMarshalledVFX_AuthoredDataConfig* ManagedVFX_Defaults;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> IdleEffect;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UNiagaraSystem> IdleEffectNiagara;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName IdleFXSocketName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> SwingEffect;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UNiagaraSystem> SwingEffectNiagara;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName SwingFXSocketName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UParticleSystem> AnimTrails;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UNiagaraSystem> AnimTrailsNiagara;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName NiagaraSkeletonDIVariableName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName AnimTrailsFirstSocketName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FName AnimTrailsSecondSocketName;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float AnimTrailsWidth;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bUseAnimTrails;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bAttachAnimTrailsToWeapon;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TMap<TEnumAsByte<EPhysicalSurface>, TSoftObjectPtr<UParticleSystem>> ImpactPhysicalSurfaceEffectsMap;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<TSoftObjectPtr<UNiagaraSystem>> ImpactNiagaraPhysicalSurfaceEffects;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TMap<TEnumAsByte<EPhysicalSurface>, TSoftObjectPtr<UNiagaraSystem>> ImpactNiagaraPhysicalSurfaceEffectsMap;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<FAttachedParticleComponentDef> ParticleComponentsDefs;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TArray<TSoftObjectPtr<UMaterialInterface>> WeaponMaterialOverrides;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UClass* AnimClass;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<UAnimationAsset> SingleAnimationToPlay;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TMap<TEnumAsByte<EPhysicalSurface>, TSoftObjectPtr<USoundBase>> ImpactPhysicalSurfaceSoundsMap;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TMap<EFortReloadFXState, TSoftObjectPtr<USoundBase>> ReloadSoundsMap;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TMap<EFortWeaponSoundState, TSoftObjectPtr<USoundBase>> PrimaryFireSoundMap;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSoftObjectPtr<USoundBase> GenericImpactSound;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bNeedsMaterial0MID;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bWatchKills;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool bCandyCaneKillReaction;
|
||||
};
|
||||
@@ -0,0 +1,23 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Weapons/Data/FortWeaponItemDefinition.h"
|
||||
#include "FortWeaponAdditionalData.h"
|
||||
#include "FortWeaponRangedItemDefinition.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class FORTNITEGAME_API UFortWeaponRangedItemDefinition : public UFortWeaponItemDefinition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UClass* ProjectileTemplate;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
bool bShouldUsePerfectAimWhenTargetingMinSpread = true;
|
||||
};
|
||||
@@ -0,0 +1,452 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "GameplayAbilitySpec.h"
|
||||
#include "Math/Color.h"
|
||||
#include "../FortniteGame.h"
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "GameplayEffectTypes.h"
|
||||
//#include "SignificanceManager.h"
|
||||
#include "FortWeapon.generated.h"
|
||||
|
||||
class UFortGameplayAbility;
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortEffectDistanceQuality
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
/** Minimal distance for cinematic settings **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinDistanceCinematic;
|
||||
|
||||
/** Minimal distance for epic settings **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinDistanceEpic;
|
||||
|
||||
/** Minimal distance for high settings **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinDistanceHigh;
|
||||
|
||||
/** Minimal distance for medium settings **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinDistanceMedium;
|
||||
|
||||
/** Minimal distance for low settings **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float MinDistanceLow;
|
||||
|
||||
/** Allow cinematic? **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bAllowCinematic;
|
||||
|
||||
/** Allow epic? **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bAllowEpic;
|
||||
|
||||
/** Allow high? **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bAllowHigh;
|
||||
|
||||
/** Allow medium? **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bAllowMedium;
|
||||
|
||||
/** Allow low? **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bAllowLow;
|
||||
|
||||
};
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortAbilitySetHandle
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
TWeakObjectPtr<class UAbilitySystemComponent> TargetAbilitySystemComponent;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
TArray<struct FGameplayAbilitySpecHandle> GrantedAbilityHandles;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
TArray<struct FActiveGameplayEffectHandle> AppliedEffectHandles;
|
||||
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FFortGameplayAbilityBehaviorDistanceData
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
struct FGameplayTagContainer DistanceDataTag;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
float Distance;
|
||||
};
|
||||
|
||||
UCLASS(Abstract, Blueprintable)
|
||||
class FORTNITEGAME_API AFortWeapon : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** @return the core animation used on the player when having this weapon equipped */
|
||||
UFUNCTION(BlueprintCallable)
|
||||
TEnumAsByte<EFortWeaponCoreAnimation> GetCoreAnimation() const { return WeaponCoreAnimation; }
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
uint8 EquippedWeaponDestroyWrapperRepCounter;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int CurrentGunFireIndex;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int CurrentShotLogIndex;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
TArray<int> ShotLogFlags;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
int ChargeStatusPack;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
bool bIgnoreTryToFireSlotCooldownRestriction;
|
||||
|
||||
/* ---------------- */
|
||||
/* Camera */
|
||||
public:
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Camera")
|
||||
class UClass* CameraBase3PClass;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Camera")
|
||||
class UClass* CameraTargeting3PClass;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Camera")
|
||||
class UClass* CameraBase1PClass;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Camera")
|
||||
class UClass* CameraTargeting1PClass;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Camera")
|
||||
class UClass* ImpactCameraShake;
|
||||
|
||||
/* ---------------- */
|
||||
/* Reticle */
|
||||
public:
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
bool bShouldDrawNativeReticle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
class UTexture2D* ReticleImage;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
struct FColor ReticleDefaultColor;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
struct FColor ReticleEnemyColor;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
struct FColor ReticleBuildingColor;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
class UTexture2D* HitNotifyReticleImage;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
float HitNotifyDisplayDuration;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
class UTexture2D* ReticleCenterImage;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
class UTexture2D* ReticleCenterPerfectAimImage;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
class UTexture2D* MuzzleBlockedReticleImage;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
float ReticleDefaultPrimaryStrikeAngle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
float ReticleDefaultSecondaryStrikeAngle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
bool bSupportsAutofireAtReticleTarget;
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
struct FColor CurrentReticleColor;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
struct FVector CurrentDamageStartLocation;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Reticle")
|
||||
struct FVector CurrentAdjustedAimDirection;
|
||||
|
||||
/* ---------------- */
|
||||
/* Offset */
|
||||
public:
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Offset")
|
||||
struct FVector TargetSourceOffset;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Offset")
|
||||
struct FVector TargetSourceOffsetWhileCrouched;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Offset")
|
||||
struct FVector TargetSourceOffsetWhileTargeting;
|
||||
|
||||
/* ---------------- */
|
||||
/* Customization */
|
||||
public:
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Customization")
|
||||
TArray<class UFortAccountItemDefinition*> AppliedAlterations; // Replace with UFortAlterationItemDefinition if needed
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Customization")
|
||||
TArray<class UMaterialInterface*> DefaultWeaponMaterials;
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Customization")
|
||||
FName CosmeticStatToObserve;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Customization")
|
||||
int CosmeticStatValue;
|
||||
|
||||
/* ---------------- */
|
||||
/* Misc */
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bIsEquippingWeapon;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bIsReloadingWeapon;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bIsChargingWeapon;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
float TimerIntervalAdjustment;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
float InputQueueTimePercent;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bAllowTargeting;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bIsTargeting;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
float LastTargetingTransitionTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bTraceThroughPawns;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bTraceThroughWorld;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
int TraceThroughPawnsLimit;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
int TraceThroughBuildingsLimit;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
int BurstFireCounter;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
float ChargeTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bInitializedWeaponItem;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
bool bUpdateLocalAmmoCount;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc")
|
||||
float MaxWeaponSwitchNetworkWaitTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Misc|WeaponData")
|
||||
class AActor* AttachedTrajectoryIndicator; // AFortProjectileTrajectory
|
||||
|
||||
/* ---------------- */
|
||||
/* Ability */
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
TArray<struct FFortGameplayAbilityBehaviorDistanceData> GameplayAbilityBehaviorDistanceData;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
class UFortGameplayAbility* ActiveAbility;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
struct FGameplayAbilitySpecHandle PrimaryAbilitySpecHandle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
struct FGameplayAbilitySpecHandle SecondaryAbilitySpecHandle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
struct FGameplayAbilitySpecHandle ReloadAbilitySpecHandle;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
TArray<struct FGameplayAbilitySpecHandle> EquippedAbilityHandles;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability")
|
||||
TArray<struct FFortAbilitySetHandle> EquippedAbilitySetHandles;
|
||||
|
||||
/* ---------------- */
|
||||
/* Effects */
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, Category = "FX")
|
||||
class UParticleSystem* ImpactPhysicalSurfaceEffects[0x3F];
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Feedback")
|
||||
class UForceFeedbackEffect* PrimaryForceFeedbackEffect;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Feedback")
|
||||
class UForceFeedbackEffect* SecondaryForceFeedbackEffect;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Feedback")
|
||||
class UForceFeedbackEffect* PrimaryImpactForceFeedbackEffect;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Feedback")
|
||||
class UForceFeedbackEffect* SecondaryImpactForceFeedbackEffect;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX")
|
||||
class AActor* CachedFXManager; // Replace with AFortFXManager if needed
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX")
|
||||
struct FFortEffectDistanceQuality FireFXSignificance;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Socket")
|
||||
FName MuzzleSocketName;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Socket")
|
||||
FName MuzzleFalloffSocketName;
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Runtime")
|
||||
bool bIsPlayingFireFX;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FX|Runtime")
|
||||
bool bFireFXTriggered;
|
||||
|
||||
/* ---------------- */
|
||||
/* Runtime */
|
||||
public:
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
float LastFireAbilityTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
float LastFireTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
class AActor* LockOnTargetCandidate;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
bool bPendingDestroyDueToDurabilityOrStackCount;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
float LastReloadTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
float LastSuccessfulReloadTime;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
float CurrentReloadDuration;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime|WeaponData")
|
||||
struct FGuid ItemEntryGuid;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime|WeaponData")
|
||||
int WeaponLevel;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime|WeaponData")
|
||||
int AmmoCount;
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
class UFortWeaponItemDefinition* WeaponData;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Runtime")
|
||||
class UFortWeaponItemDefinition* CosmeticOverrideWeaponData;
|
||||
|
||||
/* ---------------- */
|
||||
/* Animation */
|
||||
public:
|
||||
|
||||
/** Animation played on pawn when equipping the weapon **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Animation")
|
||||
class UAnimMontage* EquipAnimation;
|
||||
|
||||
/** Animation played on pawn when reloading the weapon **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Animation")
|
||||
class UAnimMontage* ReloadAnimation;
|
||||
|
||||
/** Animation played on weapon once it's being equipped **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Animation")
|
||||
class UAnimMontage* WeaponEquipMontage;
|
||||
|
||||
/** Animation played on weapon once it's being reloaded **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Animation")
|
||||
class UAnimMontage* WeaponReloadMontage;
|
||||
|
||||
/** Core animation of the weapon to use on the player **/
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Animation")
|
||||
TEnumAsByte<EFortWeaponCoreAnimation> WeaponCoreAnimation;
|
||||
|
||||
/* ---------------- */
|
||||
/* Weapon Sounds */
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sound")
|
||||
float PrimaryFireSoundFadeOutTime;
|
||||
UPROPERTY(EditAnywhere, Category = "Sound")
|
||||
class USoundBase* ImpactPhysicalSurfaceSounds[0x3F];
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sound|Misc")
|
||||
class USoundBase* DestroyedSound;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Sound|Misc")
|
||||
class USoundBase* OutOfAmmoSound;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="Sound|Misc")
|
||||
class USoundBase* ReloadSounds[0x3];
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sound")
|
||||
class UPrimaryDataAsset* HitNotifyAudioBank;
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sound")
|
||||
bool bUsingSecondaryFireAudio;
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sound")
|
||||
int FireAudioChannelWantsToPlay;
|
||||
UPROPERTY(EditAnywhere, Category = "Sound")
|
||||
class UAudioComponent* FireAudioChannels[0x4];
|
||||
UPROPERTY(EditAnywhere, Category = "Sound|Primary")
|
||||
class USoundBase* PrimaryFireSound[0x3];
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="Sound|Primary")
|
||||
class USoundBase* PrimaryFireStopSound[0x3];
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="Sound|Secondary")
|
||||
class USoundBase* SecondaryFireSound[0x3];
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="Sound|Secondary")
|
||||
class USoundBase* SecondaryFireStopSound[0x3];
|
||||
|
||||
|
||||
// Sets default values for this actor's properties
|
||||
AFortWeapon();
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
||||
USkeletalMeshComponent* WeaponMesh;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
};
|
||||
|
||||
/* Recreated by sizzy#2540*/
|
||||
@@ -0,0 +1,17 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Weapons/FortWeapon.h"
|
||||
#include "FortWeaponRanged.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS(Abstract)
|
||||
class FORTNITEGAME_API AFortWeaponRanged : public AFortWeapon
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
@@ -0,0 +1,17 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Weapons/FortWeaponRanged.h"
|
||||
#include "FortWeaponRangedDual.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class FORTNITEGAME_API AFortWeaponRangedDual : public AFortWeaponRanged
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user