Rewrite folder structure
Add custom asset type from https://github.com/SizzyFNBR/FortniteEditor
This commit is contained in:
Zylox
2022-09-04 22:48:08 +02:00
parent 9c8ec52a99
commit e310c4393a
1424 changed files with 4947 additions and 21413 deletions
@@ -0,0 +1,35 @@
// Fill out your copyright notice in the Description page of Project Settings.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
using UnrealBuildTool;
public class FortniteEditor : ModuleRules
{
public FortniteEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[]
{
"FortniteEditor/Public"
});
PrivateIncludePaths.AddRange(
new string[]
{
"FortniteEditor/Private"
});
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "FortniteGame", "AssetTools" });
PrivateDependencyModuleNames.AddRange(new string[] { "UnrealEd" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
+39
View File
@@ -0,0 +1,39 @@
// Fill out your copyright notice in the Description page of Project Settings.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#include "FortniteEditor.h"
#include "Modules/ModuleManager.h"
#include "FortniteEditor/Public/ThumbnailRendering/FortItemDefinitionThumbnailRenderer.h"
#include "FortniteEditor/Public/Factories/FortItemFactory.h"
#include "FortniteGame/Public/Items/FortItemDefinition.h"
#include "ThumbnailRendering/ThumbnailManager.h"
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "Modules/ModuleManager.h"
#include "Styling/SlateStyleRegistry.h"
IMPLEMENT_GAME_MODULE(FortniteEditor, FortniteEditor);
DEFINE_LOG_CATEGORY(LogFortEditor)
#define LOCTEXT_NAMESPACE "LogFortEditor"
void FortniteEditor::StartupModule()
{
UE_LOG(LogFortEditor, Warning, TEXT("FortniteEditor was initialized."));
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
// add custom category
EAssetTypeCategories::Type FortressCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Fortress Asset")), FText::FromString("Fortress Asset"));
// register our custom asset with example category
TSharedPtr<IAssetTypeActions> Action = MakeShareable(new FATA_FortItemDefinitionFactory(FortressCategory));
AssetTools.RegisterAssetTypeActions(Action.ToSharedRef());
}
UThumbnailManager::Get().UnregisterCustomRenderer(UFortItemDefinition::StaticClass());
UThumbnailManager::Get().RegisterCustomRenderer(UFortItemDefinition::StaticClass(), UFortItemDefinitionThumbnailRenderer::StaticClass());
}
#undef LOCTEXT_NAMESPACE
+18
View File
@@ -0,0 +1,18 @@
// Fill out your copyright notice in the Description page of Project Settings.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "UnrealEd.h"
#include "AssetTypeCategories.h"
#include "Styling/SlateStyle.h"
DECLARE_LOG_CATEGORY_EXTERN(LogFortEditor, All, All)
class FortniteEditor : public IModuleInterface
{
public:
virtual void StartupModule() override;
};
@@ -0,0 +1,19 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#include "FortniteEditor/Public/Factories/FortItemFactory.h"
//#include "FortniteGame/Public/Weapons/Data/FortWeaponRangedItemDefinition.h"
#include "AssetTypeCategories.h"
UFortItemFactory::UFortItemFactory(const class FObjectInitializer &OBJ) : Super(OBJ) {
SupportedClass = UFortItemDefinition::StaticClass();
bEditAfterNew = true;
bCreateNew = true;
}
UObject* UFortItemFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
// Creating an item inside of the editor
check(InClass->IsChildOf(UFortItemDefinition::StaticClass()));
return NewObject<UFortItemDefinition>(InParent, InClass, InName, Flags | RF_Transactional, Context);
}
@@ -0,0 +1,15 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#include "FortActorFactory.h"
#include "FortniteGame/Public/FortStaticMeshActor.h"
#include "AssetData.h"
#include "Engine/StaticMesh.h"
#include "ActorFactories/ActorFactoryStaticMesh.h"
#include "ActorFactories/ActorFactory.h"
UFortActorFactory::UFortActorFactory()
{
UE_LOG(LogTemp, Warning, TEXT("Init FortActorFactory"));
}
@@ -0,0 +1,5 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#include "FortUnrealEdEngine.h"
@@ -0,0 +1,98 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/** @ FortItemDefinitionThumbnailRenderer implementation */
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#include "FortniteEditor/Public/ThumbnailRendering/FortItemDefinitionThumbnailRenderer.h"
#include "FortniteGame/Public/Items/FortItemDefinition.h"
#include "BatchedElements.h"
#include "CanvasTypes.h"
#include "CanvasItem.h"
#include "Engine/Engine.h"
#include "ThumbnailRendering/ThumbnailManager.h"
#include "Engine/Texture2D.h"
void UFortItemDefinitionThumbnailRenderer::GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const
{
UFortItemDefinition* Item = Cast<UFortItemDefinition>(Object);
if (Item)
{
if (UTexture2D* Texture = Item->LargePreviewImage)
{
OutWidth = FMath::TruncToInt(Zoom * (float)Texture->GetSurfaceWidth());
OutHeight = FMath::TruncToInt(Zoom * (float)Texture->GetSurfaceHeight());
}
}
Super::GetThumbnailSize(Object, Zoom, OutWidth, OutHeight);
}
void UFortItemDefinitionThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* Viewport, FCanvas* Canvas, bool bAdditionalViewFamily)
{
UFortItemDefinition* Item = Cast<UFortItemDefinition>(Object);
if (Item)
{
if (UTexture2D* Texture2D = Item->LargePreviewImage)
{
const bool bUseTranslucentBlend = Texture2D && Texture2D->HasAlphaChannel() && ((Texture2D->LODGroup == TEXTUREGROUP_UI) || (Texture2D->LODGroup == TEXTUREGROUP_Pixels2D));
TRefCountPtr<FBatchedElementParameters> BatchedElementParameters;
if (bUseTranslucentBlend)
{
// If using alpha, draw a checkerboard underneath first.
const int32 CheckerDensity = 8;
auto* Checker = UThumbnailManager::Get().CheckerboardTexture;
Canvas->DrawTile(
0.0f, 0.0f, Width, Height, // Dimensions
0.0f, 0.0f, CheckerDensity, CheckerDensity, // UVs
FLinearColor::White, Checker->Resource); // Tint & Texture
}
// Use A canvas tile item to draw
FCanvasTileItem CanvasTile(FVector2D(X, Y), Texture2D->Resource, FVector2D(Width, Height), FLinearColor::White);
// Alpha
CanvasTile.BlendMode = bUseTranslucentBlend ? SE_BLEND_Translucent : SE_BLEND_Opaque;
CanvasTile.BatchedElementParameters = BatchedElementParameters;
CanvasTile.Draw(Canvas);
if (Texture2D != nullptr)
{
/* Additional String Note Start */
auto AdditionalNote = TEXT("");
int32 AdditionalNoteWidth = 0;
int32 AdditionalNoteHeight = 0;
StringSize(GEngine->GetLargeFont(), AdditionalNoteWidth, AdditionalNoteHeight, AdditionalNote);
float PaddingX = Width / 128.0f;
float PaddingY = Height / 128.0f;
float ScaleX = Width / 64.0f; //Text is 1/64'th of the size of the thumbnails
float ScaleY = Height / 64.0f;
FCanvasTextItem TextItem(FVector2D(Width - PaddingX - AdditionalNoteWidth * ScaleX, Height - PaddingY - AdditionalNoteHeight * ScaleY), FText::FromString(AdditionalNote), GEngine->GetLargeFont(), FLinearColor::White);
TextItem.EnableShadow(FLinearColor::Black);
TextItem.Scale = FVector2D(ScaleX, ScaleY);
// Uncomment if you want the editor to write a text on our FortItem
TextItem.Draw(Canvas);
/* Additional String Note End */
}
return;
}
}
Super::Draw(Object, X, Y, Width, Height, Viewport, Canvas, bAdditionalViewFamily);
}
bool UFortItemDefinitionThumbnailRenderer::CanVisualizeAsset(UObject* Object)
{
if (Cast<UFortItemDefinition>(Object)->LargePreviewImage != nullptr)
{
return true;
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Failed to visualize FortItemDefinition! No valid LargePreviewImage"));
return false;
}
}
@@ -0,0 +1,53 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#pragma once
#include "CoreMinimal.h"
#include "Factories/Factory.h"
#include "AssetTypeCategories.h"
#include "AssetTypeActions_Base.h"
#include "FortniteGame/Public/Items/FortItemDefinition.h"
#include "FortniteEditor/FortniteEditor.h"
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "Modules/ModuleManager.h"
#include "FortItemFactory.generated.h"
class FATA_FortItemDefinitionFactory : public FAssetTypeActions_Base {
#if WITH_EDITOR
#define LOCTEXT_NAMESPACE "UMG"
public:
FATA_FortItemDefinitionFactory(EAssetTypeCategories::Type InAssetCategory) : FortressCategory(InAssetCategory)
{
};
virtual FText GetName() const override { return LOCTEXT("FortItemDefinition", "FortItemDefinition"); }
virtual uint32 GetCategories() override { return FortressCategory; }
virtual FColor GetTypeColor() const { return FColor(65, 102, 44); }
virtual UClass* GetSupportedClass() const override { return UFortItemDefinition::StaticClass(); }
private:
EAssetTypeCategories::Type FortressCategory;
#undef LOCTEXT_NAMESPACE
#endif
};
/**
*
*/
UCLASS()
class FORTNITEEDITOR_API UFortItemFactory : public UFactory
{
GENERATED_UCLASS_BODY()
protected:
virtual bool IsMacroFactory() const { return false; }
public:
// Init
UFortItemFactory();
/* We are overriding this to create a new asset inside of the Editor and set it's brush */
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
};
@@ -0,0 +1,21 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "ActorFactories/ActorFactoryStaticMesh.h"
#include "ActorFactories/ActorFactory.h"
#include "FortActorFactory.generated.h"
UCLASS()
class FORTNITEEDITOR_API UFortActorFactory : public UActorFactory
{
GENERATED_BODY()
public:
UFortActorFactory();
};
@@ -0,0 +1,18 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#pragma once
#include "CoreMinimal.h"
#include "Editor/UnrealEdEngine.h"
#include "FortUnrealEdEngine.generated.h"
/**
*
*/
UCLASS()
class FORTNITEEDITOR_API UFortUnrealEdEngine : public UUnrealEdEngine
{
GENERATED_BODY()
};
@@ -0,0 +1,33 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ThumbnailRendering/ThumbnailRenderer.h"
#include "Engine/Texture2D.h"
#include "FortItemDefinitionThumbnailRenderer.generated.h"
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
/** Fortnite Item Definition Editor Thumbnail Renderer implemention.*/
UCLASS()
class FORTNITEEDITOR_API UFortItemDefinitionThumbnailRenderer : public UThumbnailRenderer
{
GENERATED_BODY()
protected:
/**
* Override function to set the thumbnail size ourselves.
*/
virtual void GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const override;
/**
* Override function to draw FortItemDefinition->LargePreviewImage as the thumbnail.
*/
virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* Viewport, FCanvas* Canvas, bool bAdditionalViewFamily) override;
/**
* Override function to determine whether we can visualize a resource or not, determined by the existence of FortItemDefinition->LargePreviewImage.
*/
virtual bool CanVisualizeAsset(UObject* Object) override;
};
+3 -3
View File
@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
@@ -8,7 +8,7 @@ public class FortniteGameTarget : TargetRules
public FortniteGameTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange( new string[] { "FortniteGame" } );
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "FortniteGame, FortniteEditor" } );
}
}
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaBackpackItemDefinition.h"
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaBattleBusItemDefinition.h"
@@ -1,41 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "../../Enum/EFortCustomGender.h"
#include "AthenaBackpackItemDefinition.h"
#include "AthenaCosmeticItemDefinition.h"
#include "../../Hero/FortHeroType.h"
#include "Misc/IFilter.h"
#include "AthenaCharacterItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaCharacterItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TMap<FName, UObject*> RequestedDataStores;
UPROPERTY(EditAnywhere)
class UFortHeroType* HeroDefinition;
UPROPERTY(EditAnywhere)
UAthenaBackpackItemDefinition* DefaultBackpack;
UPROPERTY(EditAnywhere)
TArray<UAthenaCosmeticItemDefinition*> RequiredCosmeticItems;
UPROPERTY(EditAnywhere)
EFortCustomGender Gender;
UPROPERTY(EditAnywhere)
FSoftObjectPath FeedbackBank;
virtual FPrimaryAssetId GetPrimaryAssetId() const override
{
return FPrimaryAssetId("AthenaCharacter", GetFName());
}
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaCharacterPartItemDefinition.h"
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaCharmItemDefinition.h"
@@ -1,33 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaCosmeticItemDefinition.h"
#include "../../Data/CharmSoundAssetEntry.h"
#include "AthenaCharmItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaCharmItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FSoftObjectPath CharmModifierBlueprint;
UPROPERTY(EditAnywhere)
FSoftClassPath CharmPrefabClass;
UPROPERTY(EditAnywhere)
FSoftObjectPath SkeletalMesh;
UPROPERTY(EditAnywhere)
FSoftClassPath AnimClass;
UPROPERTY(EditAnywhere)
FSoftClassPath WeaponAnimClass;
UPROPERTY(EditAnywhere)
TArray<FCharmSoundAssetEntry> CharmSounds;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaDanceItemDefinition.h"
@@ -1,89 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "../../Enum/EFortCustomGender.h"
#include "GameplayTags.h"
#include "../../ItemDef/FortMontageItemDefinitionBase.h"
#include "../../Variants/VariantSwapMontageData.h"
#include "AthenaDanceItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaDanceItemDefinition : public UFortMontageItemDefinitionBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
bool bMovingEmote;
UPROPERTY(EditAnywhere)
bool bMovingEmoteSkipLandingFX;
UPROPERTY(EditAnywhere)
bool bMoveForwardOnly;
UPROPERTY(EditAnywhere)
bool bMoveFollowingOnly;
UPROPERTY(EditAnywhere)
bool bGroupEmote;
UPROPERTY(EditAnywhere)
bool bUseHighPreviewCamera;
UPROPERTY(EditAnywhere)
bool bGroupAnimationSync;
UPROPERTY(EditAnywhere)
float WalkForwardSpeed;
UPROPERTY(EditAnywhere)
UAthenaDanceItemDefinition* GroupEmoteToStartLeader;
UPROPERTY(EditAnywhere)
UAthenaDanceItemDefinition* GroupEmoteToStartFollower;
UPROPERTY(EditAnywhere)
UAthenaDanceItemDefinition* GroupEmoteToStartLeaderIfBothOwn;
UPROPERTY(EditAnywhere)
UAthenaDanceItemDefinition* GroupEmoteToStartFollowerIfBothOwn;
UPROPERTY(EditAnywhere)
TArray<FVariantSwapMontageData> MotageSelectionGroups;
UPROPERTY(EditAnywhere)
FVector GroupEmotePositionOffset;
UPROPERTY(EditAnywhere)
float GroupEmotePositionOffsetTolerance;
UPROPERTY(EditAnywhere)
bool bLockGroupEmoteLeaderRotation;
UPROPERTY(EditAnywhere)
float GroupEmoteLeaderRotationYawOffset;
UPROPERTY(EditAnywhere)
float GroupEmoteFollowerRotationYawOffset;
UPROPERTY(EditAnywhere, meta=(AssetBundles = "AvatarDisplay"))
TSoftObjectPtr<UAnimMontage> FrontEndAnimation;
UPROPERTY(EditAnywhere, meta = (AssetBundles = "AvatarDisplay"))
TSoftObjectPtr<UAnimMontage> FrontEndAnimationFemaleOverride;
UPROPERTY(EditAnywhere)
FSoftClassPath CustomDanceAbility;
UPROPERTY(EditAnywhere)
FText ChatTriggerCommandName;
virtual FPrimaryAssetId GetPrimaryAssetId() const override
{
return FPrimaryAssetId("AthenaDance", GetFName());
}
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaEmojiItemDefinition.h"
@@ -1,61 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTags.h"
#include "AthenaDanceItemDefinition.h"
#include "AthenaEmojiItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaEmojiItemDefinition : public UAthenaDanceItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FGameplayTag EmojiGameplayCueTag;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UAnimMontage> PreviewAnimation; // 0x0830(0x0028) UNKNOWN PROPERTY: SoftObjectProperty FortniteGame.AthenaEmojiItemDefinition.PreviewAnimation
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UTexture2D> SpriteSheet; // 0x0858(0x0028) UNKNOWN PROPERTY: SoftObjectProperty FortniteGame.AthenaEmojiItemDefinition.SpriteSheet
UPROPERTY(EditAnywhere)
FIntPoint SheetDimensions; // 0x0880(0x0008) (Edit, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
int FrameIndex; // 0x0888(0x0004) (Edit, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
int FrameCount; // 0x088C(0x0004) (Edit, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
UMaterialInterface* BaseMaterial; // 0x0890(0x0008) (Edit, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
FVector IconSize; // 0x0898(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
FLinearColor InitialColor; // 0x08A4(0x0010) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
FVector InitialLocation; // 0x08B4(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
FVector InitialVelocity; // 0x08C0(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
float LifetimeIntroSeconds; // 0x08CC(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
float LifetimeMidSeconds; // 0x08D0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
float LifetimeOutroSeconds; // 0x08D4(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
UPROPERTY(EditAnywhere)
UMaterialInstance* GeneratedMaterial;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaGliderItemDefinition.h"
@@ -1,16 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaCosmeticItemDefinition.h"
#include "AthenaGliderItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaGliderItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
//
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaItemWrapDefinition.h"
@@ -1,33 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaCosmeticItemDefinition.h"
#include "AthenaItemWrapDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaItemWrapDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FSoftClassPath ItemWrapModifierBlueprint;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UMaterialInstance> ItemWrapMaterial;
};
@@ -1 +0,0 @@
#include "AthenaLoadingScreenItemDefinition.h"
@@ -1,29 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaCosmeticItemDefinition.h"
#include "AthenaLoadingScreenItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaLoadingScreenItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UTexture2D> BackgroundImage;
UPROPERTY(EditAnywhere)
FSoftObjectPath BackgroundMaterialOrTexture;
UPROPERTY(EditAnywhere)
FSoftClassPath BackgroundWidget;
UPROPERTY(EditAnywhere)
FVector2D BackgroundDesiredSize;
UPROPERTY(EditAnywhere)
FLinearColor BackgroundColor;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaMapMarkerItemDefinition.h"
@@ -1,17 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaCosmeticItemDefinition.h"
#include "AthenaMapMarkerItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaMapMarkerItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FSoftClassPath TopperActorClass;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaMusicPackItemDefinition.h"
@@ -1,29 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "../../Enum/EFortCustomGender.h"
#include "GameplayTags.h"
#include "AthenaCosmeticItemDefinition.h"
#include "AthenaMusicPackItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaMusicPackItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TSoftObjectPtr<USoundBase> FrontEndLobbyMusic;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UTexture2D> CoverArtImage;
UPROPERTY(EditAnywhere)
bool bIsDefaultMusicPack;
UPROPERTY(EditAnywhere)
float MusicPreviewStartTime;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaPetCarrierItemDefinition.h"
@@ -1,29 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaBackpackItemDefinition.h"
#include "../../Data/FortUICameraFrameTargetBounds.h"
#include "AthenaPetItemDefinition.h"
#include "AthenaPetCarrierItemDefinition.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UAthenaPetCarrierItemDefinition : public UAthenaBackpackItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FFortUICameraFrameTargetBounds CameraFramingBounds;
UPROPERTY(EditAnywhere)
UAthenaPetItemDefinition* DefaultPet;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaPetItemDefinition.h"
@@ -1,38 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "AthenaCosmeticItemDefinition.h"
#include "../../Enum/EAthenaPetAttachRule.h"
#include "../../Data/FortPetStimuliBank.h"
#include "../../Data/FortTaggedSoundBank.h"
#include "AthenaPetItemDefinition.generated.h"
UCLASS()
class FORTNITEGAME_API UAthenaPetItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
EAthenaPetAttachRule PetAttachRule;
UPROPERTY(EditAnywhere)
FVector PetAttachOffset;
UPROPERTY(EditAnywhere)
FName PetAttachSocket;
UPROPERTY(EditAnywhere)
TArray<UFortPetStimuliBank*> StimuliBanks;
UPROPERTY(EditAnywhere)
FSoftClassPath PetPrefabClass;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UFortTaggedSoundBank> PetSoundBank;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaPickaxeItemDefinition.h"
@@ -1,44 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "../../Weapons/FortWeaponMeleeItemDefinition.h"
#include "AthenaCosmeticItemDefinition.h"
#include "../../Data/FortUICameraFrameTargetBounds.h"
#include "AthenaPickaxeItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaPickaxeItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
UFortWeaponMeleeItemDefinition* WeaponDefinition;
UPROPERTY(EditAnywhere)
FName MainMeshAttachmentSocketName;
UPROPERTY(EditAnywhere)
FName OffhandMeshAttachmentSocketName;
UPROPERTY(EditAnywhere)
FTransform MainMeshRelativeTransform;
UPROPERTY(EditAnywhere)
FTransform OffhandMeshRelativeTransform;
UPROPERTY(EditAnywhere)
FVector PickaxeImpactFXPreviewOffset;
UPROPERTY(EditAnywhere)
FVector PickaxeDualWieldPreviewOffset;
UPROPERTY(EditAnywhere)
FRotator PickaxeDualWieldPreviewRotation;
UPROPERTY(EditAnywhere)
FFortUICameraFrameTargetBounds CameraFramingBounds;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaSeasonItemDefinition.h"
@@ -1,201 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Engine/DataTable.h"
#include "GamePlayTags.h"
#include "UObject/PrimaryAssetId.h"
#include "../../ItemDef/FortMedalsPunchCardItemDefinition.h"
#include "../../ItemDef/FortRepeatableDailiesCardItemDefinition.h"
#include "../../Enum/EAthenaChallengeTabVisibility.h"
#include "../../Enum/EAthenaSeasonShopVisibility.h"
#include "../../Data/TrackCategory.h"
#include "../../Data/TrackDynamicBackground.h"
#include "../../ItemDef/FortAccountItemDefinition.h"
#include "AthenaSeasonItemDefinition.generated.h"
UCLASS()
class FORTNITEGAME_API UAthenaSeasonItemDefinition : public UFortAccountItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
bool bXpOnlySeason;
UPROPERTY(EditAnywhere)
bool bUseAccoladePunchCard;
//Missed Offset
UPROPERTY(EditAnywhere)
UDataTable* SeasonXpOnlyExtendedCurve;
UPROPERTY(EditAnywhere)
UFortMedalsPunchCardItemDefinition* DailyPunchCard;
UPROPERTY(EditAnywhere)
UFortRepeatableDailiesCardItemDefinition* RepeatableDailiesCard;
UPROPERTY(EditAnywhere)
int RestedXpDailyGrant;
UPROPERTY(EditAnywhere)
int RestedXpMaxAccrue;
UPROPERTY(EditAnywhere)
float RestedXpMultiplier;
UPROPERTY(EditAnywhere)
int SeasonStartCalendarOffsetDays;
UPROPERTY(EditAnywhere)
int SeasonNumber;
UPROPERTY(EditAnywhere)
int NumSeasonLevels;
UPROPERTY(EditAnywhere)
int NumBookLevels;
UPROPERTY(EditAnywhere)
int NumAdditionalBookLevels;
UPROPERTY(EditAnywhere)
EAthenaSeasonShopVisibility SeasonShopVisibility;
UPROPERTY(EditAnywhere)
EAthenaChallengeTabVisibility ChallengesVisibility;
//Missed Offset
UPROPERTY(EditAnywhere)
UDataTable* SeasonXpCurve;
UPROPERTY(EditAnywhere)
UDataTable* BookXpCurve;
UPROPERTY(EditAnywhere)
FString SeasonStorefront;
UPROPERTY(EditAnywhere)
FString BattlePassOfferId;
UPROPERTY(EditAnywhere)
TArray<FString> BattlePassOfferIds;
UPROPERTY(EditAnywhere)
FString BattlePassLevelOfferID;
UPROPERTY(EditAnywhere)
TArray<FString> BattlePassLevelOfferIDs;
UPROPERTY(EditAnywhere)
TArray<FPrimaryAssetId> FreeTokenItemPrimaryAssetIds;
UPROPERTY(EditAnywhere)
TArray<int> FreeLevelsThatNavigateToBattlePass;
UPROPERTY(EditAnywhere)
TArray<int> FreeLevelsThatAutoOpenTheAboutScreen;
UPROPERTY(EditAnywhere)
TArray<FTrackCategory> TrackCategories;
UPROPERTY(EditAnywhere)
TArray<FTrackDynamicBackground> TrackPageBackgrounds;
//UPROPERTY(EditAnywhere)
//TArray<FAthenaRewardSchedule> SeasonXpScheduleFree;
/*
UPROPERTY(EditAnywhere)
FAthenaRewardSchedule SeasonXpScheduleFree;
*/
UPROPERTY(EditAnywhere)
FGameplayTag FreeSeasonItemContentTag;
/*
UPROPERTY(EditAnywhere)
FAthenaRewardSchedule BookXpScheduleFree;
*/
UPROPERTY(EditAnywhere)
FGameplayTag BattlePassFreeItemContentTag;
/*
UPROPERTY(EditAnywhere)
FAthenaRewardSchedule BookXpSchedulePaid;
*/
UPROPERTY(EditAnywhere)
FGameplayTag BattlePassPaidItemContentTag;
/*
UPROPERTY(EditAnywhere)
FAthenaRewardSchedule AdditionalBookSchedule;
*/
UPROPERTY(EditAnywhere)
FGameplayTag BattlePassAdditionalItemContentTag;
/*
UPROPERTY(EditAnywhere)
FAthenaSeasonBannerLevelSchedule SeasonBannerSchedule;
UPROPERTY(EditAnywhere)
class UFortChallengeBundleItemDefinition* SeasonalGlyphChallengeBundle;
*/
UPROPERTY(EditAnywhere)
FString GlyphTokenTemplateId;
UPROPERTY(EditAnywhere)
class UDataTable* SeasonalGlyphRewards;
/*
UPROPERTY(EditAnywhere)
class UFortChallengeBundleScheduleDefinition* ChallengeSchedulePaid;
UPROPERTY(EditAnywhere)
TArray<UFortChallengeBundleScheduleDefinition*> ChallengeSchedulesAlwaysShown;
UPROPERTY(EditAnywhere)
FAthenaRewardScheduleLevel SeasonGrantsToEveryone;
*/
UPROPERTY(EditAnywhere)
FGameplayTag SeasonGrantsToEveryoneItemContentTag;
/*
UPROPERTY(EditAnywhere)
FAthenaRewardScheduleLevel SeasonFirstWinRewards;
*/
UPROPERTY(EditAnywhere)
FGameplayTag SeasonFirstWinItemContentTag;
/*
UPROPERTY(EditAnywhere)
FAthenaRewardScheduleLevel BattleStarSubstitutionReward;
UPROPERTY(EditAnywhere)
TArray<FXpDisplayConversion> XpDisplayOverride;
*/
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UFortItemDefinition> XpItemDef;
UPROPERTY(EditAnywhere)
TArray<TSoftObjectPtr< UFortItemDefinition>> ExpiringRewardTypes;
UPROPERTY(EditAnywhere)
TArray<TSoftObjectPtr<UFortItemDefinition>> TokensToRemoveAtSeasonEnd;
/*
UPROPERTY(EditAnywhere)
TArray<FAthenaMidSeasonUpdate> MidSeasonUpdates;
*/
UPROPERTY(EditAnywhere)
bool bRemoveAllDailyQuestsAtSeasonEnd;
//Missed Offset
UPROPERTY(EditAnywhere)
TArray<FGameplayTag> FirstTimeTrackedBitFlags;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaSkyDiveContrailItemDefinition.h"
@@ -1,45 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaCosmeticItemDefinition.h"
#include "../../Variants/VectorParticleParameter.h"
#include "../../Variants/FloatParticleParameter.h"
#include "AthenaSkyDiveContrailItemDefinition.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UAthenaSkyDiveContrailItemDefinition : public UAthenaCosmeticItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FSoftObjectPath ContrailEffect;
UPROPERTY(EditAnywhere)
FSoftObjectPath FrontEndContrailEffect;
UPROPERTY(EditAnywhere)
FSoftObjectPath NiagaraContrailEffect;
UPROPERTY(EditAnywhere)
FVector DefaultVelocityVector;
UPROPERTY(EditAnywhere)
FName VelocityVectorParameterName;
UPROPERTY(EditAnywhere)
FName ParaGlideLeanParameterName;
//Missed Offset
UPROPERTY(EditAnywhere)
TArray<FVectorParticleParameter> VectorParameters;
UPROPERTY(EditAnywhere)
TArray<FFloatParticleParameter> FloatParameters;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaSprayItemDefinition.h"
@@ -1,31 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AthenaDanceItemDefinition.h"
#include "AthenaSprayItemDefinition.generated.h"
UCLASS()
class FORTNITEGAME_API UAthenaSprayItemDefinition : public UAthenaDanceItemDefinition
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UMaterialInterface> DecalMaterial;
UPROPERTY(EditAnywhere)
FName ProgressiveCosmeticStatName;
UPROPERTY(EditAnywhere)
bool bUseBannerAsTexture;
//missed offset
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UTexture2D> DecalTexture;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaRewardItemReference.h"
@@ -1,43 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "../ItemDef/AthenaCosmeticItemDefinition.h"
#include "../../Structs/ChallengeGiftBoxData.h"
#include "AthenaRewardItemReference.generated.h"
USTRUCT()
struct FORTNITEGAME_API FAthenaRewardItemReference
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UAthenaCosmeticItemDefinition> ItemDefinition;
UPROPERTY(EditAnywhere)
FString TemplateId;
UPROPERTY(EditAnywhere)
int Quantity;
//Missed Offset
UPROPERTY(EditAnywhere)
FChallengeGiftBoxData RewardGiftBox;
UPROPERTY(EditAnywhere)
bool IsChaseReward;
//UPROPERTY(EditAnywhere)
//EAthenaRewardItemType RewardType;
//UPROPERTY(EditAnywhere)
//EAthenaRewardVisualImportanceType RewardVisualImportanceType;
//Missed Offset
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaRewardSchedule.h"
@@ -1,17 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "AthenaRewardSchedule.generated.h"
USTRUCT()
struct FAthenaRewardSchedule
{
GENERATED_BODY()
public:
//UPROPERTY(EditAnywhere)
//TArray<FAthenaRewardScheduleLevel> Levels;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AthenaRewardScheduleLevel.h"
@@ -1,17 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "AthenaRewardScheduleLevel.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UAthenaRewardScheduleLevel : public UDataAsset
{
GENERATED_BODY()
};
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortTimeOfDayManager.h"
@@ -1,217 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Info.h"
#include "FortTimeOfDayManager.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API AFortTimeOfDayManager : public AInfo
{
GENERATED_BODY()
public:
//MISSED OFFSET
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float TimeOfDay;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float TimeOfDayReplicated;
/*
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TEnumAsByte<EFortDayPhase> CurrentDayNightPhase;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TEnumAsByte<EFortDayPhase> TransitionFromPhase;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TEnumAsByte<EFortDayPhase> TransitionToPhase;
*/
// MISSED OFFSET
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float TransitionBlendPercent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float DefaultTimeOfDaySpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float StartTimeOfDayInGame;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float TimeOfDaySpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MaxTimeOfDayAccumulationFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float TimeOfDayAccumulator;
// MISSED OFFSET
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialInterface* BasePostProcessMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialInstanceDynamic* PostProcessMaterialMID;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int bHasClonedPPVs;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bSkipNight;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bTimeStarted;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bHeightFogEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bBaseHeightFogOnAltitude;
// MISSED OFFSET
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float HeightFogZOffset;
// MISSED OFFSET
/*
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<struct FCameraAltitudeAdjustments> AltitudeAdjustments;
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FRotator SunriseDirectionalLightRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FRotator SunsetDirectionalLightRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FRotator DirectionalLightRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FRotator SunriseSunObjectRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FRotator SunsetSunObjectRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float SunObjectDivergencePower;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float DistanceToSunOrMoon;
// MISSED OFFSET
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UDirectionalLightComponent* DirectionalLightComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UExponentialHeightFogComponent* ActiveHeightFogComponent;
/*
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UFortDayPhaseChangeParams* DayPhaseChangeEventParams;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FDayPhaseInfo LightAndFogPhaseSettings;
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UPostProcessComponent* MorningPostProcessComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UPostProcessComponent* DayPostProcessComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UPostProcessComponent* EveningPostProcessComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UPostProcessComponent* NightPostProcessComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UPostProcessComponent* DayPhasePostProcessComponent;
/*
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FExponentialHeightFogValues CurrentTimeOfDayFogValues;
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FLinearColor CurrentTimeOfDayDirectionalLightColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialParameterCollection* MaterialParameterCollection;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FVector RainParticleSystemRelativeOffset;
// MISSED OFFSET
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UStaticMesh* SunMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UStaticMesh* MoonMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<class UMaterialInterface*> SunMaterialOverrides;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<class UMaterialInterface*> MoonMaterialOverrides;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float SunScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MoonScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialInterface* StarMapMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialInstance* StormMaterialInst;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UTexture2D* CloudMaskTexture;
/*
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FExponentialHeightFogValues StormFogValues;
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FLinearColor LightningColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FLinearColor StormLightColor;
//UPROPERTY(BlueprintReadWrite, EditAnywhere)
//FScriptMulticastDelegate OnDayPhaseChangeEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class USkyLightComponent* SkyLightComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UParticleSystemComponent* RainParticleSystemComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UStaticMeshComponent* SunOrMoonMeshComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UStaticMeshComponent* SkyDomeMeshComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UStaticMeshComponent* StarMapMeshComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialInstanceDynamic* ActiveSkyBoxMat;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UMaterialInstanceDynamic* StarMapMID;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float StormStrength;
// MISSED OFFSET
};
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortWorldSettings.h"
@@ -1,104 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/WorldSettings.h"
#include "Styling/SlateBrush.h"
#include "FortWorldSettings.generated.h"
UCLASS()
class FORTNITEGAME_API AFortWorldSettings : public AWorldSettings
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<int> WorldCells;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FVector WorldCellsOrigin;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int WorldCellsFlags;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bGenerateTestLevelSaves : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bDisableCullDistance : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UTexture2D* TeamOnePvPMiniMapImage;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UTexture2D* TeamTwoPvPMiniMapImage;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FVector2D PvPMapWorldCenter;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float PvPMapWorldWidth;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float PvPMapWorldHeight;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bPvPUseWidgetRotation : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MapZOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
struct FRotator MapRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UTexture2D* MapInitialMask;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bOverrideMainMapSettings : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bValidateNavGraphConnectivity : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bUseProceduralFoliage : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bUseConditionalBuildingFoundations : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FSlateBrush AthenaMapImage;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MapWorldScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MiniMapZoom;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UCurveTable* SearchSpeedOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class UCurveTable* ResourceRateOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
uint8 bShowTimeOfDayManager : 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSubclassOf<class AActor> WorldTimeOfDayManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TAssetPtr<class AActor> DefaultWorldTimeOfDayManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TAssetPtr<class AActor> ZoneThemeTimeOfDayManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TAssetPtr<class AActor> MissionTimeOfDayManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
class AFortTimeOfDayManager* TimeOfDayManager;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomAccessoryAttachmentData.h"
@@ -1,32 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomAccessoryAttachmentData.generated.h"
UCLASS()
class FORTNITEGAME_API UCustomAccessoryAttachmentData : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
struct FVector MaleRelativeScale;
UPROPERTY(EditAnywhere)
struct FVector FemaleRelativeScale;
UPROPERTY(EditAnywhere)
struct FVector SmallMaleRelativeScale;
UPROPERTY(EditAnywhere)
struct FVector SmallFemaleRelativeScale;
UPROPERTY(EditAnywhere)
struct FVector LargeMaleRelativeScale;
UPROPERTY(EditAnywhere)
struct FVector LargeFemaleRelativeScale;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomAccessoryColorSwatch.h"
@@ -1,22 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomDynamicColorSwatch.h"
#include "CustomAccessoryColorSwatch.generated.h"
UCLASS()
class UCustomAccessoryColorSwatch : public UCustomDynamicColorSwatch
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FLinearColor AccessoryColors;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomAccessoryHatReactiveMorphs.h"
@@ -1,28 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomAccessoryHatReactiveMorphs.generated.h"
USTRUCT()
struct FCustomAccessoryHatReactiveMorphs
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TArray<FName> CapMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> HelmetMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> MaskMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> HatMorphTargets;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterAccessoryData.h"
@@ -1,47 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomCharacterPart.h"
#include "CustomAccessoryAttachmentData.h"
#include "CustomAccessoryColorSwatch.h"
#include "CustomCharacterAccessoryData.generated.h"
UCLASS()
class FORTNITEGAME_API UCustomCharacterAccessoryData : public UCustomCharacterPartData
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FName AttachSocketName;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FVector AttachOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UCustomAccessoryAttachmentData* AttachmentOverrideData;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bUseClothCollisionFromOtherParts;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bCollideWithOtherPartsCloth;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSubclassOf<UAnimInstance> AnimClass;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UAnimMontage> FrontEndAnimClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSubclassOf<UAnimInstance> MannequinAnimClass;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UCustomAccessoryColorSwatch> AccessoryColors;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterBackpackData.h"
@@ -1,18 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomCharacterAccessoryData.h"
#include "CustomCharacterBackpackData.generated.h"
UCLASS()
class FORTNITEGAME_API UCustomCharacterBackpackData : public UCustomCharacterPartData
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FName LootSocketName;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterBodyPartData.h"
@@ -1,32 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomCharacterPart.h"
#include "CustomAccessoryColorSwatch.h"
#include "CustomCharacterBodyPartData.generated.h"
UCLASS(BlueprintType)
class FORTNITEGAME_API UCustomCharacterBodyPartData : public UCustomCharacterPartData
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSoftClassPtr<UAnimInstance> AnimClass;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UAnimMontage> FrontEndAnimClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSoftClassPtr<UAnimInstance> MannequinAnimClass;
UPROPERTY(EditAnywhere)
TSoftObjectPtr<UCustomAccessoryColorSwatch> AccessoryColors;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterCharmData.h"
@@ -1,21 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomCharacterAccessoryData.h"
#include "../Enum/EFortCustomPartType.h"
#include "CustomCharacterCharmData.generated.h"
UCLASS()
class FORTNITEGAME_API UCustomCharacterCharmData : public UCustomCharacterAccessoryData
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
EFortCustomPartType PartAttachedToOverride;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterFaceData.h"
@@ -1,23 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "../Enum/EFortCustomPartType.h"
#include "CustomCharacterAccessoryData.h"
#include "CustomAccessoryHatReactiveMorphs.h"
#include "CustomCharacterFaceData.generated.h"
UCLASS()
class FORTNITEGAME_API UCustomCharacterFaceData : public UCustomCharacterAccessoryData
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
EFortCustomPartType PartAttachedToOverride;
UPROPERTY(EditAnywhere)
FCustomAccessoryHatReactiveMorphs HatMorphData;
};
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterHeadData.h"
@@ -1,39 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CustomSkinColorSwatch.h"
#include "CustomHairColorSwatch.h"
#include "CustomCharacterBodyPartData.h"
#include "CustomCharacterHeadData.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UCustomCharacterHeadData : public UCustomCharacterBodyPartData
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TAssetPtr<UCustomSkinColorSwatch> SkinColorSwatch;
UPROPERTY(EditAnywhere)
TAssetPtr<UCustomHairColorSwatch> HairColorSwatch;
UPROPERTY(EditAnywhere)
TArray<FName> CapMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> HelmetMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> MaskMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> HatMorphTargets;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterPart.h"
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterPartData.h"
@@ -1,12 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "CustomCharacterPartData.generated.h"
UCLASS(DefaultToInstanced, EditInlineNew)
class FORTNITEGAME_API UCustomCharacterPartData : public UObject
{
GENERATED_BODY()
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomDynamicColorSwatch.h"
@@ -1,15 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomDynamicColorSwatch.generated.h"
UCLASS()
class FORTNITEGAME_API UCustomDynamicColorSwatch : public UDataAsset
{
GENERATED_BODY()
};
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomHairColorSwatch.h"
@@ -1,17 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomHairColorSwatch.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UCustomHairColorSwatch : public UDataAsset
{
GENERATED_BODY()
};
@@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomSkinColorSwatch.h"
@@ -1,17 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomSkinColorSwatch.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UCustomSkinColorSwatch : public UDataAsset
{
GENERATED_BODY()
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FallbackCharacterPartsMapper.h"
@@ -1,25 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTags.h"
#include "CustomCharacterPart.h"
#include "FallbackCharacterPartsMapper.generated.h"
/**
*
*/
USTRUCT()
struct FORTNITEGAME_API FFallbackCharacterPartsMapper
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FGameplayTag RequiredTag;
UPROPERTY(EditAnywhere)
TArray<TSoftObjectPtr<UCustomCharacterPart>> CharacterParts;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CharmSoundAssetEntry.h"
@@ -1,19 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "CharmSoundAssetEntry.generated.h"
USTRUCT(BlueprintType)
struct FCharmSoundAssetEntry
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere)
FSoftObjectPath Sound;
UPROPERTY(EditAnywhere)
FName Desc;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FallbackAIPawnCustomizationMapper.h"
@@ -1,25 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTags.h"
#include "../CharacterParts/CustomCharacterPart.h"
#include "FallbackAIPawnCustomizationMapper.generated.h"
/**
*
*/
USTRUCT()
struct FORTNITEGAME_API FFallbackAIPawnCustomizationMapper
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FGameplayTag RequiredTag;
UPROPERTY(EditAnywhere)
FSoftObjectPath CustomizationFallback;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortAnimNotifyState.h"
@@ -1,41 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotifyState.h"
#include "FortAnimNotifyState.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class UFortAnimNotifyState_EmoteSound : public UAnimNotifyState
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
USoundBase* EmoteSound1P;
UPROPERTY(EditAnywhere)
USoundBase* EmoteSound3P;
UPROPERTY(EditAnywhere)
bool bPrimarySound;
UPROPERTY(EditAnywhere)
FName SoundName;
UPROPERTY(EditAnywhere)
float FadeOutTime;
UPROPERTY(EditAnywhere)
bool CopyrightedAudio;
UPROPERTY(EditAnywhere)
bool bStopAudioOnNotifyEnd;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortAssetManager.h"
@@ -1,68 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/AssetManager.h"
#include "GameData/FortGameData.h"
#include "GameData/GameDataCosmetics.h"
#include "FortAssetManager.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortAssetManager : public UAssetManager
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TMap<UObject*, FName> GCPreventionPool; // 0x478(0x50)
UPROPERTY(EditAnywhere)
TArray<FName> DefaultBundleState; // 0x4d8(0x10)
UPROPERTY(EditAnywhere)
TArray<FName> PlatformBundleState; // 0x4e8(0x10)
//UPROPERTY(EditAnywhere)
//UFortReleaseVersionManager* FortReleaseVersionManager; // 0x4f8(0x08)
UPROPERTY(EditAnywhere)
UFortGameData* GameDataCommon; // 0x550(0x08)
UPROPERTY(EditAnywhere)
FString GameDataNameCommon; // 0x558(0x10)
UPROPERTY(EditAnywhere)
UGameDataCosmetics* GameDataCosmetics; // 0x568(0x08)
UPROPERTY(EditAnywhere)
FString GameDataNameCosmetics; // 0x570(0x10)
//UPROPERTY(EditAnywhere)
//UGameDataBR* GameDataBR; // 0x580(0x08)
UPROPERTY(EditAnywhere)
FString GameDataNameBR; // 0x588(0x10)
// UPROPERTY(EditAnywhere)
//UGameDataSTW* GameDataSTW; // 0x598(0x08)
UPROPERTY(EditAnywhere)
FString FastCookTheaterPath; // 0x5a0(0x10)
UPROPERTY(EditAnywhere)
FString PerfMemTheaterPath; // 0x5b0(0x10)
UPROPERTY(EditAnywhere)
FString BROnlyTheaterPath; // 0x5c0(0x10)
UPROPERTY(EditAnywhere)
FString ActiveTheaterListPath; // 0x5d0(0x10)
UPROPERTY(EditAnywhere)
FString DanceRoyaleMapPath; // 0x5e0(0x10)
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortCharmsMappingData.h"
@@ -1,29 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "GameplayTags.h"
#include "../Data/CharmSoundAssetEntry.h"
#include "../Structs/CharmSlotMetadata.h"
#include "FortCharmsMappingData.generated.h"
UCLASS()
class FORTNITEGAME_API UFortCharmsMappingData : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TArray<FCharmSlotMetadata> SlotMetadata;
UPROPERTY(EditAnywhere)
TArray<FCharmPreviewEntry> NonSlotPreviewList;
UPROPERTY(EditAnywhere)
FGameplayTag DoNotApplyCharmsTag;
};
@@ -1,3 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortColorPalette.h"
@@ -1,28 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "FortColorPalette.generated.h"
USTRUCT(BlueprintType)
struct FFortColorPalette
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FLinearColor Color1;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FLinearColor Color2;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FLinearColor Color3;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FLinearColor Color4;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FLinearColor Color5;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortCosmeticItemFilterTable.h"
@@ -1,23 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Engine/DataTable.h"
#include "FortCosmeticItemFilterTable.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortCosmeticItemFilterTable : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TArray<UDataTable*> FilterTagTables;
};
@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortCosmeticItemMarkupTable.h"
@@ -1,27 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Engine/DataAsset.h"
#include "FortCosmeticItemMarkupTable.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UFortCosmeticItemMarkupTable : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TArray<UDataTable*> SetDescriptions;
UPROPERTY(EditAnywhere)
TArray<UDataTable*> MarkupTagDescriptions;
};
@@ -1,3 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FortEmoteMapping.h"

Some files were not shown because too many files have changed in this diff Show More