mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
Added Stuff
Added Pawn Stuff(Not finished) Added all GamePlaytags Added some Datatables with full data Fixed CustomCharacterPart Parent
This commit is contained in:
@@ -5,13 +5,14 @@ ProjectID=27DF52084F6770E53D0F4A920DC79D4A
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[/Script/UnrealEd.ProjectPackagingSettings]
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bShareMaterialShaderCode=False
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bGenerateChunks=True
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bCompressed=True
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bCompressed=False
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bCookAll=True
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[/Script/Engine.AssetManagerSettings]
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-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")))
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-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")))
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+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))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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+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))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
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+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))
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+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))
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bOnlyCookProductionAssets=False
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+7940
-7
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@@ -10,7 +10,8 @@
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine",
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"CoreUObject"
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"CoreUObject",
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"GameplayAbilities"
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]
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}
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],
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@@ -18,7 +18,7 @@
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#include "CustomCharacterPart.generated.h"
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UCLASS(BlueprintType)
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class FORTNITEGAME_API UCustomCharacterPart : public UFortWorldItemDefinition
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class FORTNITEGAME_API UCustomCharacterPart : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FortGameplayAttributeData.h"
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@@ -0,0 +1,39 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "FortGameplayAttributeData.generated.h"
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/**
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*
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*/
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USTRUCT()
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struct FORTNITEGAME_API FFortGameplayAttributeData : public FGameplayAttributeData
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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float Minimum;
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UPROPERTY(EditAnywhere)
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float Maximum;
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UPROPERTY(EditAnywhere)
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bool bIsCurrentClamped;
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UPROPERTY(EditAnywhere)
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bool bIsBaseClamped;
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UPROPERTY(EditAnywhere)
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bool bShouldClampBase;
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UPROPERTY(EditAnywhere)
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float UnclampedBaseValue;
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UPROPERTY(EditAnywhere)
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float UnclampedCurrentValue;
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};
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FortAdvancedMovementSet.h"
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@@ -0,0 +1,56 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Pawns/Components/FortAttributeSet.h"
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#include "Pawns/Components/Data/FortGameplayAttributeData.h"
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#include "FortAdvancedMovementSet.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 UFortAdvancedMovementSet : public UFortAttributeSet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData GroundFriction;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData BrakingDecelerationWalking;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData BrakingDecelerationFalling;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData BrakingDecelerationFlying;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData MaxAcceleration;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData MaxAccelerationFlying;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData BrakingFrictionFactor;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData JumpZVelocity;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData JumpHorizontalAccelerationOverride;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData JumpHorizontalVelocityOverride;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData MinAnalogWalkSpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData AirControlMultiplier;
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};
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FortAttributeSet.h"
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@@ -0,0 +1,14 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "FortAttributeSet.generated.h"
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UCLASS(DefaultToInstanced, EditInlineNew)
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class FORTNITEGAME_API UFortAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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};
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FortMovementSet.h"
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@@ -0,0 +1,60 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Pawns/Components/FortAttributeSet.h"
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#include "Data/FortGameplayAttributeData.h"
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#include "FortMovementSet.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 UFortMovementSet : public UFortAttributeSet
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData WalkSpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData RunSpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData SprintSpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData FlySpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData CrouchedRunSpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData CrouchedSprintSpeed;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData BackwardSpeedMultiplier;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData JumpHeight;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData GravityZScale;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData VehicleGravityZScale;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData SpeedMultiplier;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData LandSpeedMultiplier;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData SwimSpeedMultiplier;
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UPROPERTY(EditAnywhere)
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FFortGameplayAttributeData LandSpeedWhileBurrowingMultiplier;
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};
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@@ -0,0 +1,34 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FortStormShieldComponent.h"
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// Sets default values for this component's properties
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UFortStormShieldComponent::UFortStormShieldComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UFortStormShieldComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UFortStormShieldComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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@@ -0,0 +1,40 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SceneComponent.h"
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#include "FortStormShieldComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class FORTNITEGAME_API UFortStormShieldComponent : public USceneComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UFortStormShieldComponent();
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//UPROPERTY(EditAnywhere)
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//FMulticastInlineDelegate OnStormShieldStatusChanged;
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UPROPERTY(EditAnywhere)
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bool bCareAboutEdgeOfStorm;
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UPROPERTY(EditAnywhere)
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bool bDisabled;
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UPROPERTY(EditAnywhere)
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float DistanceFromEdgeOfStormShield;
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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@@ -0,0 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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||||
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#include "FortPawn.h"
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@@ -0,0 +1,593 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "GameplayTagContainer.h"
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#include "Engine/EngineTypes.h"
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#include "../Enum/EFortFootstepSurfaceType.h"
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#include "../Enum/EFortControlRecoveryBehavior.h"
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#include "../Enum/EFortMovementStyle.h"
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#include "../Enum/EFortPawnPushSize.h"
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#include "Engine/DataTable.h"
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#include "Components/FortStormShieldComponent.h"
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#include "GameplayCueInterface.h"
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#include "Components/FortMovementSet.h"
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#include "Components/FortAdvancedMovementSet.h"
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#include "../ItemDef/FortItemDefinition.h"
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#include "FortPawn.generated.h"
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UCLASS(BlueprintType)
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class AFortPawn : public ACharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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bool bUseBaseChanged;
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UPROPERTY(EditAnywhere)
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bool bIgnoreNextFallingDamage;
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UPROPERTY(EditAnywhere)
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bool bIsDying;
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UPROPERTY(EditAnywhere)
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bool bPlayedDying;
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UPROPERTY(EditAnywhere)
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bool bIsHiddenForDeath;
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UPROPERTY(EditAnywhere)
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bool bIsKnockedback;
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UPROPERTY(EditAnywhere)
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bool bIsStaggered;
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UPROPERTY(EditAnywhere)
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bool bCanCapsuleBeUsedForTargeting;
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UPROPERTY(EditAnywhere)
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bool bUseLineTestForDamageZoneBoneDetection;
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UPROPERTY(EditAnywhere)
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bool bMovingEmote;
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UPROPERTY(EditAnywhere)
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bool bMovingEmoteForwardOnly;
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UPROPERTY(EditAnywhere)
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bool bMovingEmoteFollowingOnly;
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UPROPERTY(EditAnywhere)
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bool bMovingEmoteSkipLandingFX;
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UPROPERTY(EditAnywhere)
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bool bIsInvulnerable;
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UPROPERTY(EditAnywhere)
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bool bSpotted;
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UPROPERTY(EditAnywhere)
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bool bRegisterWithAISight;
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UPROPERTY(EditAnywhere)
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bool bRegisterWithAimAssist;
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UPROPERTY(EditAnywhere)
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bool bPrimaryInputHeld;
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UPROPERTY(EditAnywhere)
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bool bSecondaryInputHeld;
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UPROPERTY(EditAnywhere)
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||||
bool bPrimaryInputQueued;
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||||
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UPROPERTY(EditAnywhere)
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||||
bool bWeaponActivated;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bSkipAnalogJump;
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||||
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||||
// UPROPERTY(EditAnywhere)
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||||
// ETraceTypeQuery FootstepTraceTypeQuery;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
EFortFootstepSurfaceType FootstepSurfaceType;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
UTexture* FootstepIconOverride;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
FLinearColor SoundIndicatorTintOverride;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
float SoundIndicatorMaxDistance;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
EUpdateRateShiftBucket UroShiftBucket;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bUpdateMeshComponentUpdateFlagOnServer;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bUROCanTieToLODs;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bPostProcessNavLocation;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bHealthSynced;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bWeaponHolstered;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bSkipReticleColorTrace;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool UnknownData_56D_6;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bTreatAsPawnForHitMarkers;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bDisplayPawnHitMarkersForChildActors;
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||||
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||||
UPROPERTY(EditAnywhere)
|
||||
bool bUsesStats;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bAllowBuildingActorTeleport;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bIsDBNO;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bWasDBNOOnDeath;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
bool bCachedIsInAthena;
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||||
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||||
UPROPERTY(EditAnywhere)
|
||||
bool bShouldUseCharacterMovementIdleFastPath;
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||||
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||||
UPROPERTY(EditAnywhere)
|
||||
EFortMovementStyle CurrentMovementStyle;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
EFortControlRecoveryBehavior ControlRecoveryBehavior;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
FDataTableRowHandle PawnStatHandle;
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||||
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||||
UPROPERTY(EditAnywhere)
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||||
float SlidingFriction;
|
||||
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||||
UPROPERTY(EditAnywhere)
|
||||
float SlidingBrakingDeceleration;
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||||
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||||
UPROPERTY(EditAnywhere)
|
||||
UFortStormShieldComponent* StormShieldComponent;
|
||||
|
||||
//UPROPERTY(EditAnywhere)
|
||||
//FMulticastInlineDelegate OnStormShieldComponentCreated;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
EFortPawnPushSize PushSize;
|
||||
|
||||
UPROPERTY(EditAnywhere)
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||||
float LastSurfaceTraceTime;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FVector LastSurfaceTraceLocation;
|
||||
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||||
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"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user