Files
FNGameProj/Source/FortniteGame/Public/AthenaSpectatorPlayerListRowData.h
2024-01-21 00:41:14 +01:00

60 lines
2.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/Object.h"
#include "GameFramework/OnlineReplStructs.h"
#include "OnIsSpectatorTargetChangedDelegate.h"
#include "OnKillsChangedDelegate.h"
#include "AthenaSpectatorPlayerListRowData.generated.h"
class AFortPlayerStateAthena;
UCLASS(Blueprintable)
class FORTNITEGAME_API UAthenaSpectatorPlayerListRowData : public UObject {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnIsSpectatorTargetChanged OnIsSpectatorTargetChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnKillsChanged OnKillsChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Rank;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 TeamNumber;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor TeamColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString PlayerName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Kills;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsRecordingPlayer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsSpectatorTarget;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerStateAthena* PlayerState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl PlayerUniqueId;
public:
UAthenaSpectatorPlayerListRowData();
UFUNCTION(BlueprintCallable)
void SetKills(AFortPlayerStateAthena* PS, int32 InKills);
UFUNCTION(BlueprintCallable, BlueprintPure)
AFortPlayerStateAthena* GetPlayerState();
};