#pragma once #include "CoreMinimal.h" #include "ReplicationGraph.h" #include "FortReplicationGraph.generated.h" class AActor; class UFortReplicationGraphNode_BroadcastSpectator; class UReplicationGraphNode_ActorList; class UReplicationGraphNode_FortVolumeGrid; class UReplicationGraphNode_GridSpatialization2D; UCLASS(Blueprintable, NonTransient) class UFortReplicationGraph : public UReplicationGraph { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray AlwaysRelevantClasses; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UReplicationGraphNode_GridSpatialization2D* RootGridNode; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UReplicationGraphNode_ActorList* AlwaysRelevantNode; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFortReplicationGraphNode_BroadcastSpectator* BroadcastSpectatorRelevancyNode; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray FortVolumeGrids; public: UFortReplicationGraph(); UFUNCTION(BlueprintCallable) void OnVehicleDestroyed(AActor* DestroyedVehicle); UFUNCTION(BlueprintCallable) void OnHighFrequencyPawnDestroyed(AActor* Pawn); };