#pragma once #include "CoreMinimal.h" #include "FortControllerComponent.h" #include "TInteractionType.h" #include "FortControllerComponent_Interaction.generated.h" class AActor; class UAudioComponent; class UFortInteractContextInfo; class UObject; class UPrimitiveComponent; UCLASS(Blueprintable, ClassGroup=Custom, Config=Game, meta=(BlueprintSpawnableComponent)) class FORTNITEGAME_API UFortControllerComponent_Interaction : public UFortControllerComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UAudioComponent* LongInteractAudioComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UFortInteractContextInfo* PossibleInteractContextInfo; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFortInteractContextInfo* InteractResponse; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) AActor* InteractActor; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bFilterInteractrTracesBehindMyFortPawn; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float MobileUpdateCachedInteractActorsCooldown; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float MobileUpdateCachedInteractActorsCooldownLength; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bTapInteractEnabled; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bHoldingUse; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bRetryUse; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bAllowRetryUse; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bAthena; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bShouldBlockInteractionsForAllVehiclePassengers; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFortInteractContextInfo* AutoDoorInteractResponse; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray CurrentlyHighlightedActors; public: UFortControllerComponent_Interaction(); UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation) void ServerAttemptInteract(AActor* ReceivingActor, UPrimitiveComponent* InteractComponent, TInteractionType InteractType, UObject* OptionalObjectData); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) UFortInteractContextInfo* K2_GetInteractResponse(); UFUNCTION(BlueprintCallable) void FixupInteractionWidgetsOnUnzoom(); };