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https://github.com/FortniteModdingHub/FNGameProj.git
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45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Engine/EngineTypes.h"
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#include "AbilitySystemInterface.h"
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#include "EFortBaseWeaponDamage.h"
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#include "FortDamageableActorInterface.h"
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#include "FortAIProxyActor.generated.h"
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class UFortAbilitySystemComponent;
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class UFortDamageSet;
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class UFortHealthSet;
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class UFortMovementSet;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortAIProxyActor : public AActor/*, public IAbilitySystemInterface*/, public IFortDamageableActorInterface {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EPhysicalSurface> PrimaryPhysicalSurface;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortHealthSet* HealthSet;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortDamageSet* DamageSet;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortMovementSet* MovementSet;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortAbilitySystemComponent* AbilitySystemComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EFortBaseWeaponDamage::Type> BaseWeaponDamageResponseType;
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public:
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AFortAIProxyActor();
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// Fix for true pure virtual functions not being implemented
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};
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