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https://github.com/FortniteModdingHub/FNGameProj.git
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65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "Styling/SlateBrush.h"
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#include "CreativeOptionData.h"
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#include "OnCreativeOptionChangedDelegate.h"
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#include "UFortMatchmakingKnobsDataSource.h"
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#include "FortCreativeOption.generated.h"
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortCreativeOption : public UDataAsset {
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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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FText OptionText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush DisplayIcon;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCreativeOptionChanged OnCreativeOptionChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCreativeOptionData> Options;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag VariableTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<UFortMatchmakingKnobsDataSource::Type> MenuListType;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 CurrentIndex;
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public:
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UFortCreativeOption();
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UFUNCTION(BlueprintCallable)
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void SetCurrentIndex(int32 Index);
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UFUNCTION(BlueprintCallable)
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void IncrementIndexWithWrap();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetValueAtIndex(int32 Index);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetValueAtCurrentIndex();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetCurrentIndex();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FText GetCreativeOptionTextAtIndex(int32 Index);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FText GetCreativeOptionTextAtCurrent();
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UFUNCTION(BlueprintCallable)
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void DecrementIndexWithWrap();
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};
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