Added Stuff

Added Pawn Stuff(Not finished)
Added all GamePlaytags
Added some Datatables with full data
Fixed CustomCharacterPart Parent
This commit is contained in:
Zylox
2022-08-21 20:35:39 +02:00
parent 9f20272787
commit 9c8ec52a99
34 changed files with 9903 additions and 12 deletions
+4 -3
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@@ -5,13 +5,14 @@ ProjectID=27DF52084F6770E53D0F4A920DC79D4A
[/Script/UnrealEd.ProjectPackagingSettings]
bShareMaterialShaderCode=False
bGenerateChunks=True
bCompressed=True
bCompressed=False
bCookAll=True
[/Script/Engine.AssetManagerSettings]
-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")))
-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")))
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="AthenaCharacter",AssetBaseClass=/Script/FortniteGame.AthenaCharacterItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Athena/Items/Cosmetics")),SpecificAssets=,Rules=(Priority=-1,ChunkId=10,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="AthenaDance",AssetBaseClass=/Script/FortniteGame.AthenaDanceItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Athena/Items/Cosmetics/Dances")),SpecificAssets=,Rules=(Priority=-1,ChunkId=10,bApplyRecursively=True,CookRule=AlwaysCook))
bOnlyCookProductionAssets=False
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+2 -1
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@@ -10,7 +10,8 @@
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"CoreUObject"
"CoreUObject",
"GameplayAbilities"
]
}
],
@@ -18,7 +18,7 @@
#include "CustomCharacterPart.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UCustomCharacterPart : public UFortWorldItemDefinition
class FORTNITEGAME_API UCustomCharacterPart : public UPrimaryDataAsset
{
GENERATED_BODY()
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortGameplayAttributeData.h"
@@ -0,0 +1,39 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "FortGameplayAttributeData.generated.h"
/**
*
*/
USTRUCT()
struct FORTNITEGAME_API FFortGameplayAttributeData : public FGameplayAttributeData
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
float Minimum;
UPROPERTY(EditAnywhere)
float Maximum;
UPROPERTY(EditAnywhere)
bool bIsCurrentClamped;
UPROPERTY(EditAnywhere)
bool bIsBaseClamped;
UPROPERTY(EditAnywhere)
bool bShouldClampBase;
UPROPERTY(EditAnywhere)
float UnclampedBaseValue;
UPROPERTY(EditAnywhere)
float UnclampedCurrentValue;
};
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortAdvancedMovementSet.h"
@@ -0,0 +1,56 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Pawns/Components/FortAttributeSet.h"
#include "Pawns/Components/Data/FortGameplayAttributeData.h"
#include "FortAdvancedMovementSet.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortAdvancedMovementSet : public UFortAttributeSet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData GroundFriction;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData BrakingDecelerationWalking;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData BrakingDecelerationFalling;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData BrakingDecelerationFlying;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData MaxAcceleration;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData MaxAccelerationFlying;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData BrakingFrictionFactor;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData JumpZVelocity;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData JumpHorizontalAccelerationOverride;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData JumpHorizontalVelocityOverride;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData MinAnalogWalkSpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData AirControlMultiplier;
};
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortAttributeSet.h"
@@ -0,0 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "FortAttributeSet.generated.h"
UCLASS(DefaultToInstanced, EditInlineNew)
class FORTNITEGAME_API UFortAttributeSet : public UAttributeSet
{
GENERATED_BODY()
};
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortMovementSet.h"
@@ -0,0 +1,60 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Pawns/Components/FortAttributeSet.h"
#include "Data/FortGameplayAttributeData.h"
#include "FortMovementSet.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortMovementSet : public UFortAttributeSet
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData WalkSpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData RunSpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData SprintSpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData FlySpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData CrouchedRunSpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData CrouchedSprintSpeed;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData BackwardSpeedMultiplier;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData JumpHeight;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData GravityZScale;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData VehicleGravityZScale;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData SpeedMultiplier;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData LandSpeedMultiplier;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData SwimSpeedMultiplier;
UPROPERTY(EditAnywhere)
FFortGameplayAttributeData LandSpeedWhileBurrowingMultiplier;
};
@@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortStormShieldComponent.h"
// Sets default values for this component's properties
UFortStormShieldComponent::UFortStormShieldComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UFortStormShieldComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UFortStormShieldComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
@@ -0,0 +1,40 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "FortStormShieldComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class FORTNITEGAME_API UFortStormShieldComponent : public USceneComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UFortStormShieldComponent();
//UPROPERTY(EditAnywhere)
//FMulticastInlineDelegate OnStormShieldStatusChanged;
UPROPERTY(EditAnywhere)
bool bCareAboutEdgeOfStorm;
UPROPERTY(EditAnywhere)
bool bDisabled;
UPROPERTY(EditAnywhere)
float DistanceFromEdgeOfStormShield;
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};
+6
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@@ -0,0 +1,6 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortPawn.h"
+593
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@@ -0,0 +1,593 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "GameplayTagContainer.h"
#include "Engine/EngineTypes.h"
#include "../Enum/EFortFootstepSurfaceType.h"
#include "../Enum/EFortControlRecoveryBehavior.h"
#include "../Enum/EFortMovementStyle.h"
#include "../Enum/EFortPawnPushSize.h"
#include "Engine/DataTable.h"
#include "Components/FortStormShieldComponent.h"
#include "GameplayCueInterface.h"
#include "Components/FortMovementSet.h"
#include "Components/FortAdvancedMovementSet.h"
#include "../ItemDef/FortItemDefinition.h"
#include "FortPawn.generated.h"
UCLASS(BlueprintType)
class AFortPawn : public ACharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
bool bUseBaseChanged;
UPROPERTY(EditAnywhere)
bool bIgnoreNextFallingDamage;
UPROPERTY(EditAnywhere)
bool bIsDying;
UPROPERTY(EditAnywhere)
bool bPlayedDying;
UPROPERTY(EditAnywhere)
bool bIsHiddenForDeath;
UPROPERTY(EditAnywhere)
bool bIsKnockedback;
UPROPERTY(EditAnywhere)
bool bIsStaggered;
UPROPERTY(EditAnywhere)
bool bCanCapsuleBeUsedForTargeting;
UPROPERTY(EditAnywhere)
bool bUseLineTestForDamageZoneBoneDetection;
UPROPERTY(EditAnywhere)
bool bMovingEmote;
UPROPERTY(EditAnywhere)
bool bMovingEmoteForwardOnly;
UPROPERTY(EditAnywhere)
bool bMovingEmoteFollowingOnly;
UPROPERTY(EditAnywhere)
bool bMovingEmoteSkipLandingFX;
UPROPERTY(EditAnywhere)
bool bIsInvulnerable;
UPROPERTY(EditAnywhere)
bool bSpotted;
UPROPERTY(EditAnywhere)
bool bRegisterWithAISight;
UPROPERTY(EditAnywhere)
bool bRegisterWithAimAssist;
UPROPERTY(EditAnywhere)
bool bPrimaryInputHeld;
UPROPERTY(EditAnywhere)
bool bSecondaryInputHeld;
UPROPERTY(EditAnywhere)
bool bPrimaryInputQueued;
UPROPERTY(EditAnywhere)
bool bWeaponActivated;
UPROPERTY(EditAnywhere)
bool bSkipAnalogJump;
// UPROPERTY(EditAnywhere)
// ETraceTypeQuery FootstepTraceTypeQuery;
UPROPERTY(EditAnywhere)
EFortFootstepSurfaceType FootstepSurfaceType;
UPROPERTY(EditAnywhere)
UTexture* FootstepIconOverride;
UPROPERTY(EditAnywhere)
FLinearColor SoundIndicatorTintOverride;
UPROPERTY(EditAnywhere)
float SoundIndicatorMaxDistance;
UPROPERTY(EditAnywhere)
EUpdateRateShiftBucket UroShiftBucket;
UPROPERTY(EditAnywhere)
bool bUpdateMeshComponentUpdateFlagOnServer;
UPROPERTY(EditAnywhere)
bool bUROCanTieToLODs;
UPROPERTY(EditAnywhere)
bool bPostProcessNavLocation;
UPROPERTY(EditAnywhere)
bool bHealthSynced;
UPROPERTY(EditAnywhere)
bool bWeaponHolstered;
UPROPERTY(EditAnywhere)
bool bSkipReticleColorTrace;
UPROPERTY(EditAnywhere)
bool UnknownData_56D_6;
UPROPERTY(EditAnywhere)
bool bTreatAsPawnForHitMarkers;
UPROPERTY(EditAnywhere)
bool bDisplayPawnHitMarkersForChildActors;
UPROPERTY(EditAnywhere)
bool bUsesStats;
UPROPERTY(EditAnywhere)
bool bAllowBuildingActorTeleport;
UPROPERTY(EditAnywhere)
bool bIsDBNO;
UPROPERTY(EditAnywhere)
bool bWasDBNOOnDeath;
UPROPERTY(EditAnywhere)
bool bCachedIsInAthena;
UPROPERTY(EditAnywhere)
bool bShouldUseCharacterMovementIdleFastPath;
UPROPERTY(EditAnywhere)
EFortMovementStyle CurrentMovementStyle;
UPROPERTY(EditAnywhere)
EFortControlRecoveryBehavior ControlRecoveryBehavior;
UPROPERTY(EditAnywhere)
FDataTableRowHandle PawnStatHandle;
UPROPERTY(EditAnywhere)
float SlidingFriction;
UPROPERTY(EditAnywhere)
float SlidingBrakingDeceleration;
UPROPERTY(EditAnywhere)
UFortStormShieldComponent* StormShieldComponent;
//UPROPERTY(EditAnywhere)
//FMulticastInlineDelegate OnStormShieldComponentCreated;
UPROPERTY(EditAnywhere)
EFortPawnPushSize PushSize;
UPROPERTY(EditAnywhere)
float LastSurfaceTraceTime;
UPROPERTY(EditAnywhere)
FVector LastSurfaceTraceLocation;
UPROPERTY(EditAnywhere)
int PawnUniqueID;
/*
UPROPERTY(EditAnywhere)
AFortWeapon* CurrentWeapon;
UPROPERTY(EditAnywhere)
AFortWeapon* PreviousWeapon;
UPROPERTY(EditAnywhere)
TArray<AFortWeapon*> CurrentWeaponList;
*/
UPROPERTY(EditAnywhere)
FString PreviousAbilityWeaponNameForTelemetry;
UPROPERTY(EditAnywhere)
FName WeaponHandSocketName;
UPROPERTY(EditAnywhere)
FName LeftHandWeaponHandSocketName;
UPROPERTY(EditAnywhere)
AActor* SpawnSpot;
UPROPERTY(EditAnywhere)
FGameplayTagContainer DeathTags;
UPROPERTY(EditAnywhere)
float SpawnImmunityTime;
//UPROPERTY(EditAnywhere)
//AFortWaterBodyActor* CurrentWaterBody;
UPROPERTY(EditAnywhere)
bool bShouldSupportSurfaceSwimming;
/*
UPROPERTY(EditAnywhere)
AFortWaterBodyActor* ReplicatedWaterBody;
UPROPERTY(EditAnywhere)
TArray<AFortPickup*> IncomingPickups;
UPROPERTY(EditAnywhere)
TArray<FFortPickupEntryData> PickupDirectionData;
*/
UPROPERTY(EditAnywhere)
bool bIsStunned;
UPROPERTY(EditAnywhere)
int AdditiveCringeCount;
UPROPERTY(EditAnywhere)
float AdditiveCringeDuration;
UPROPERTY(EditAnywhere)
bool bSupportsDamageNumbersAtHitLocation;
UPROPERTY(EditAnywhere)
FVector_NetQuantize PushMomentum;
UPROPERTY(EditAnywhere)
float LocalSpin;
UPROPERTY(EditAnywhere)
FGameplayCueTag DeathCueTag;
UPROPERTY(EditAnywhere)
USkeletalMeshSocket* DeathHitSocket;
/*
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnPlayerStartDBNO;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnDBNOStateChanged;
*/
UPROPERTY(EditAnywhere)
float TeamBeaconMaxDist;
UPROPERTY(EditAnywhere)
FColor TeamBeaconTextColor;
UPROPERTY(EditAnywhere)
float LastTakeHitTimeTimeout;
UPROPERTY(EditAnywhere)
float LastDamagedTime;
//UPROPERTY(EditAnywhere)
//AFortWeapon* CurrentlyAttachedWeapon;
UPROPERTY(EditAnywhere)
UPrimitiveComponent* CachedNavFloor;
UPROPERTY(EditAnywhere)
float MaxFootstepDistance;
UPROPERTY(EditAnywhere)
USoundBase* DBNOLandingSound;
UPROPERTY(EditAnywhere)
USoundBase* DefaultFootstepSound;
UPROPERTY(EditAnywhere)
USoundBase* DefaultFastFootstepSound;
UPROPERTY(EditAnywhere)
USoundBase* DefaultLandingSound;
UPROPERTY(EditAnywhere)
USoundBase* DefaultHardLandingSound;
UPROPERTY(EditAnywhere)
USoundBase* DefaultJumpSound;
/*
UPROPERTY(EditAnywhere)
UWeaponHitNotifyAudioBank* DefaultHitNotifyAudioBank;
UPROPERTY(EditAnywhere)
UFortSwimmingAudioBank* DefaultSwimmingAudioBank;
*/
UPROPERTY(EditAnywhere)
float LineTestForDamageZoneBoneDetectionRadius;
//UPROPERTY(EditAnywhere)
//FPawnDamageZones DamageZones[0x4];
UPROPERTY(EditAnywhere)
float TargettingZOffset;
UPROPERTY(EditAnywhere)
TMap<FName, UAudioComponent*> EmoteAudioComps;
UPROPERTY(EditAnywhere)
USoundAttenuation* FrontEndEmoteAudioAttenuation;
UPROPERTY(EditAnywhere)
USoundAttenuation* InGameEmoteAudioAttenuation;
UPROPERTY(EditAnywhere)
USoundEffectSourcePresetChain* InGameEmoteSoundEffectSoundPresetChain;
UPROPERTY(EditAnywhere)
TMap<int, UMeshComponent*> EmoteMeshComps;
UPROPERTY(EditAnywhere)
TMap<int, AActor*> EmotePropActors;
UPROPERTY(EditAnywhere)
TMap<int, UParticleSystemComponent*> EmoteParticleSystemComps;
UPROPERTY(EditAnywhere)
int EmoteCount;
UPROPERTY(EditAnywhere)
float LastEmoteTime;
UPROPERTY(EditAnywhere)
float LastEmoteEndTime;
UPROPERTY(EditAnywhere)
UFortItemDefinition* LastEmoteItemDef;
UPROPERTY(EditAnywhere)
UFortItemDefinition* LastReplicatedEmoteExecuted;
UPROPERTY(EditAnywhere)
bool bFireBlockedByEmoteCooldown;
UPROPERTY(EditAnywhere)
float EmoteToFireCooldownTime;
UPROPERTY(EditAnywhere)
float EmoteWalkSpeed;
/*
UPROPERTY(EditAnywhere)
TArray<UFortGameplayModifierItemDefinition*> AdditionalModifierDefinitions;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnPawnTeleported;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnPawnLanded;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnPawnStartedEmote;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnPawnStoppedEmote;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnHitPawn;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnDied;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnDeathEffects;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnDamaged;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnDidDamage;
UPROPERTY(EditAnywhere)
UFortFootstepAudioBank* FootstepBank;
UPROPERTY(EditAnywhere)
UFortFoleyFootstepContext* FoleyFootstepContext;
UPROPERTY(EditAnywhere)
UFortFoleyHitContext* FoleyHitContext;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnWeaponEquippedDelegate;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnWeaponUnEquippedDelegate;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnWeaponAttachmentChangedDelegate;
UPROPERTY(EditAnywhere)
UGameplayEffect* HealthRegenDelayGameplayEffect;
UPROPERTY(EditAnywhere)
UGameplayEffect* HealthRegenGameplayEffect;
UPROPERTY(EditAnywhere)
UGameplayEffect* ShieldRegenDelayGameplayEffect;
UPROPERTY(EditAnywhere)
UGameplayEffect* ShieldRegenGameplayEffect;
*/
UPROPERTY(EditAnywhere)
UAnimInstance* CurrentWeaponAnimLayerOverlayClass;
/*
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnHolsteredEvent;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnUnholsteredEvent;
*/
UPROPERTY(EditAnywhere)
int WeaponHolsterCounter;
UPROPERTY(EditAnywhere)
TArray<FName> WeaponHolsterIds;
UPROPERTY(EditAnywhere)
float StaySpottedTime;
UPROPERTY(EditAnywhere)
FName SpottedEvent;
/*
UPROPERTY(EditAnywhere)
UFortFeedbackBank* DefaultFeedback;
UPROPERTY(EditAnywhere)
TArray<AFortEmitterCameraLensEffectDirectional*> ActiveSoundIndicators;
UPROPERTY(EditAnywhere)
AFortEmitterCameraLensEffectDirectional* DefaultSoundTrackingVisual;
UPROPERTY(EditAnywhere)
FGameplayTagContainer SoundTrackingVisibilityTags;
UPROPERTY(EditAnywhere)
TMap<EFortSoundIndicatorTypes, float> PriorityModifiers;
UPROPERTY(EditAnywhere)
TArray<FFortPawnVocalChord> VocalChords;
*/
UPROPERTY(EditAnywhere)
bool bIsDisconnectedPawn;
/*
UPROPERTY(EditAnywhere)
FActiveGameplayEffectHandle MaxHealthApplicationHandle;
UPROPERTY(EditAnywhere)
UGameplayEffect* MaxHealthApplicationGameplayEffect;
UPROPERTY(EditAnywhere)
UFortHealthSet* HealthSet;
UPROPERTY(EditAnywhere)
UFortControlResistanceSet* ControlResistanceSet;
UPROPERTY(EditAnywhere)
UFortDamageSet* DamageSet;
*/
UPROPERTY(EditAnywhere, Instanced)
UFortMovementSet* MovementSet;
UPROPERTY(EditAnywhere, Instanced)
UFortAdvancedMovementSet* AdvancedMovementSet;
/*
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnAbilityDecisionWindowStackUpdated;
UPROPERTY(EditAnywhere)
UFortAbilitySystemComponent* AbilitySystemComponent;
//UPROPERTY(EditAnywhere)
//TArray<FFortActiveMontageDecisionWindow> DecisionWindowStack;
UPROPERTY(EditAnywhere)
FGameplayTagContainer GameplayTags;
UPROPERTY(EditAnywhere)
FText DisplayName;
/*
UPROPERTY(EditAnywhere)
TArray<FDamagerInfo> Damagers;
UPROPERTY(EditAnywhere)
TArray<FDamageDoneInfo> DamageDone;
UPROPERTY(EditAnywhere)
TArray<FDamageDoneSourceInfo> TotalDamageDoneTrackers;
UPROPERTY(EditAnywhere)
TArray<FDamageDoneTargetInfo> TargetDamageDoneTrackers;
*/
UPROPERTY(EditAnywhere)
float DamageDoneLastAtTime;
UPROPERTY(EditAnywhere)
float TotalPlayerDamageDealt;
//UPROPERTY(EditAnywhere)
//UFortHealthBarIndicator* HealthBarIndicator;
UPROPERTY(EditAnywhere)
FGameplayTag CurrentCalloutTag;
//UPROPERTY(EditAnywhere)
//TArray<FCalloutEntry> CalloutEntries;
UPROPERTY(EditAnywhere)
float HealthBarWidth;
UPROPERTY(EditAnywhere)
float HealthBarHeightMultiplier;
UPROPERTY(EditAnywhere)
FSlateBrush SpottedBrush;
UPROPERTY(EditAnywhere)
FVector SpottedIconOffset;
UPROPERTY(EditAnywhere)
int ClientNonRenderedAnimUpdateRate;
UPROPERTY(EditAnywhere)
int MaxEvalRateForInterpolation;
UPROPERTY(EditAnywhere)
TArray<float> AnimUpdateRateVisibleMaxDistanceFactor;
UPROPERTY(EditAnywhere)
TMap<int, int> LODToFrameSkipMap;
/*
UPROPERTY(EditAnywhere)
FFortConversationSentence CurrentSentence;
UPROPERTY(EditAnywhere)
FMulticastInlineDelegate OnPawnHealthChanged;
UPROPERTY(EditAnywhere)
FAthenaBatchedDamageGameplayCues_Shared AccumulatedBatchData_Shared;
UPROPERTY(EditAnywhere)
FAthenaBatchedDamageGameplayCues_NonShared AccumulatedBatchData_NonShared;
*/
UPROPERTY(EditAnywhere)
FGameplayCueParameters BatchedGameplayCueParameters;
UPROPERTY(EditAnywhere)
FGameplayTagContainer ReplayItemActions;
UPROPERTY(EditAnywhere)
FGameplayTagContainer HidingVisibilityTags;
UPROPERTY(EditAnywhere)
FGameplayTagContainer HidingTransitionVisibilityTags;
/*
UPROPERTY(EditAnywhere)
UPegasusGameEventCollector* PegasusTimelineCollector;
UPROPERTY(EditAnywhere)
UFortAthenaAILODComponent* AILODComponent;
UPROPERTY(EditAnywhere)
FClientAILODSettings ClientAILODSettings;
*/
UPROPERTY(EditAnywhere)
FGameplayTag FallbackTag;
UPROPERTY(EditAnywhere)
FString DebugType;
//UPROPERTY(EditAnywhere)
//TMap<int, FRecordedGunshot> RecordedGunshots;
};
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortPlayerPawn.h"
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