Lil Cleanup add Weapon Classes and some Data and Facial Master ABP for head facials

This commit is contained in:
Zylox
2022-11-13 02:08:53 +01:00
parent 06f9727d09
commit 6e2bd2a1eb
592 changed files with 2577 additions and 491 deletions
+1 -1
View File
@@ -9,6 +9,6 @@ public class FortniteGameTarget : TargetRules
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "FortniteGame, FortniteEditor" } );
ExtraModuleNames.AddRange( new string[] { "FortniteGame", "FortniteEditor" } );
}
}
+1 -2
View File
@@ -16,8 +16,7 @@ public class FortniteGame : ModuleRules
"GameplayTags",
"GameplayAbilities",
"InputCore",
"Niagara",
"FortniteEditor"
"Niagara"
}
);
+36
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@@ -816,4 +816,40 @@ enum class EAnimRelaxedState : uint8
RelaxedLevel1,
RelaxedLevel2,
EAnimRelaxedState_MAX,
};
UENUM()
enum class EFortReloadFXState : uint8
{
ReloadStart,
ReloadCartridge,
ReloadEnd,
Max_None,
EFortReloadFXState_MAX,
};
UENUM()
enum class EFortWeaponSoundState : uint8
{
Normal,
LowAmmo,
Degraded,
Max_None,
EFortWeaponSoundState_MAX,
};
UENUM()
enum class EFortDisplayTier : uint8
{
Invalid,
Handmade,
Copper,
Silver,
Malachite,
Obsidian,
Brightcore,
Spectrolite,
Shadowshard,
Sunbeam,
Moonglow,
EFortDisplayTier_MAX,
};
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "FortniteGame/Public/Abilities/FortAbilitySet.h"
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Abilities/FortGameplayAbility.h"
@@ -0,0 +1,5 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Items/FortAlterationItemDefinition.h"
@@ -0,0 +1,5 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Weapons/Data/FortWeaponAdditionalData.h"
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Weapons/Data/FortWeaponItemDefinition.h"
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Weapons/Data/FortWeaponMeleeItemDefinition.h"
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Weapons/Data/FortWeaponRangedItemDefinition.h"
@@ -0,0 +1,33 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Weapons/FortWeapon.h"
#include "Components/SkeletalMeshComponent.h"
#include "Weapons/FortWeapon.h"
// Sets default values
AFortWeapon::AFortWeapon()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
RootComponent = CreateDefaultSubobject<USceneComponent>(L"DefaultSceneRoot");
/* Creating the default weapon mesh */
WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(L"WeaponMesh");
WeaponMesh->AttachTo(RootComponent);
}
// Called when the game starts or when spawned
void AFortWeapon::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AFortWeapon::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Weapons/FortWeaponRanged.h"
@@ -0,0 +1,4 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Weapons/FortWeaponRangedDual.h"
@@ -0,0 +1,17 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "FortAbilitySet.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortAbilitySet : public UPrimaryDataAsset
{
GENERATED_BODY()
};
@@ -0,0 +1,17 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "FortGameplayAbility.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
};
+477
View File
@@ -233,4 +233,481 @@ public:
UPROPERTY(EditAnywhere)
float SprintingStaminaExpenditureRate;
};
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;
};
@@ -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()
};