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https://github.com/FortniteModdingHub/FNGameProj.git
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59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Chat/SocialChatManager.h"
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#include "FortChatManager.generated.h"
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class UFortChatRoomJoinHelper;
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UCLASS(Blueprintable, Config=Game)
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class FORTNITEGAME_API UFortChatManager : public USocialChatManager {
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GENERATED_BODY()
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public:
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortChatRoomJoinHelper* GlobalChatJoinHelper;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortChatRoomJoinHelper* FoundersChatJoinHelper;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldJoinGlobalChat;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldRequestGeneralChatRooms;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldJoinFounderChat;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIsAthenaGlobalChatEnabled;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 RecommendChatFailureDelay;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RecommendChatBackoffMultiplier;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RecommendChatRandomWindow;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 RecommendChatFailureCountCap;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ReserveChatURL;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString GlobalChatName;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString FounderChatName;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ProfileTokenVerifyURL;
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public:
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UFortChatManager();
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};
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