mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
Update
Rewrite folder structure Add custom asset type from https://github.com/SizzyFNBR/FortniteEditor
This commit is contained in:
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
@@ -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"
|
||||
|
||||
+98
@@ -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;
|
||||
};
|
||||
@@ -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
Reference in New Issue
Block a user