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

40 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "LevelSaveSpawnable.h"
#include "OnLinkedVolumeSetDelegate.h"
#include "PropertyOverrideData.h"
#include "FortCreativeVolumeLinkComponent.generated.h"
class AFortVolume;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class FORTNITEGAME_API UFortCreativeVolumeLinkComponent : public UActorComponent, public ILevelSaveSpawnable {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLinkedVolumeSet OnLinkedVolumeSet;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortVolume* LinkedVolume;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShouldFindVolumeAtStart;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FPropertyOverrideData LinkedVolumeProperties;
public:
UFortCreativeVolumeLinkComponent();
UFUNCTION(BlueprintCallable)
void OnLinkedVolumeSettingsChanged(const FPropertyOverrideData& OverrideData);
UFUNCTION(BlueprintCallable, BlueprintPure)
AFortVolume* GetLinkedVolume();
// Fix for true pure virtual functions not being implemented
};