mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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85 lines
3.2 KiB
C++
85 lines
3.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "BuildingProp.h"
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#include "EFortMinigameState.h"
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#include "Templates/SubclassOf.h"
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#include "BuildingProp_CreatureManager.generated.h"
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class AFortAIPawn;
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class UFortCreativeCreatureManagerInfoComponent;
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class UGameplayEffect;
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class UMaterialInterface;
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class USkeletalMesh;
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class UStaticMeshComponent;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API ABuildingProp_CreatureManager : public ABuildingProp {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<AFortAIPawn>> AITypeOptions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<AFortAIPawn> SelectedAIType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SelectedOverrideAggroDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SelectedOverrideHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SelectedOverrideScoreValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SelectedOverrideDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SelectedEnvironmentalDamageOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SelectedMovementSpeedMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UGameplayEffect> DamageOverrideEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UGameplayEffect> EnvironmentalDamageOverrideEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UGameplayEffect> MovementSpeedOverrideEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag DamageOverrideTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag MovementOverrideTag;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortCreativeCreatureManagerInfoComponent* CreatureInfoComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<TSoftObjectPtr<UMaterialInterface>, TSoftObjectPtr<USkeletalMesh>> DisplayMaterialAndMeshMap;
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public:
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ABuildingProp_CreatureManager();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void SkeletalMeshLoadComplete(UMaterialInterface* Material, USkeletalMesh* Mesh);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void SetupConfigurables();
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void MinigameStateChange(EFortMinigameState NewMinigameState);
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UFUNCTION(BlueprintCallable)
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void LoadSkeletalMeshDisplayOption(TSoftObjectPtr<UMaterialInterface> Material);
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UFUNCTION(BlueprintCallable)
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void AdjustCollisionOfStaticMesh(bool bIgnore, UStaticMeshComponent* Mesh);
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};
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