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

71 lines
2.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/OnlineReplStructs.h"
#include "AttributeSet.h"
#include "BuildingGameplayActor.h"
#include "MarkerID.h"
#include "RebootCardReplicatedState.h"
#include "Templates/SubclassOf.h"
#include "BuildingGameplayActorSpawnChip.generated.h"
class AFortPlayerControllerAthena;
class AFortPlayerStateAthena;
class UUserWidget;
UCLASS(Blueprintable, MinimalAPI)
class ABuildingGameplayActorSpawnChip : public ABuildingGameplayActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerControllerAthena* OwnerPlayerController;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl OwnerPlayerId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerStateAthena* OwnerPlayerState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat ChipExpirationLength;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_RebootCardReplicatedState, meta=(AllowPrivateAccess=true))
FRebootCardReplicatedState RebootCardReplicatedState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor MarkerDetailsColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FMarkerID ResurrectionChipMarkerID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UUserWidget> IndicatorClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText InteractSubText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor InteractSubTextColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bAutoAcquireSpawnChip;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 SquadId;
public:
ABuildingGameplayActorSpawnChip();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
private:
UFUNCTION(BlueprintCallable)
void OnRep_RebootCardReplicatedState();
protected:
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void OnDestroyPickup();
};