#pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "GameFramework/OnlineReplStructs.h" #include "FortTierCollectionLayoutOutput.h" #include "FortDeployableBaseAnalytics.generated.h" class ADeployableBaseCore; class AFortPlayerController; UCLASS(Blueprintable) class FORTNITEGAME_API UFortDeployableBaseAnalytics : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFortDeployableBaseAnalytics(); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_Neighborhood_ConsoleOpened(AFortPlayerController* FortPC, const FUniqueNetIdRepl& OwnerId); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_CombatZone_WaveStarted(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_CombatZone_WaveFailed(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_CombatZone_TierStarted(AFortPlayerController* FortPC, int32 Tier, int32 NumberOfPlayers, const FFortTierCollectionLayoutOutput& CollectionData); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_CombatZone_TierFailed(AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const FFortTierCollectionLayoutOutput& CollectionData); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_CombatZone_TierCompleted(AFortPlayerController* FortPC, int32 Tier, int32 FinalWave, int32 NumberOfPlayers, const TArray& TargetCores, const TArray& AllCores, const FFortTierCollectionLayoutOutput& CollectionData); UFUNCTION(BlueprintCallable) static void FireAnalyticsEvent_CombatZone_ConsoleOpened(AFortPlayerController* FortPC); };