mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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81 lines
3.8 KiB
C++
81 lines
3.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayEffectTypes.h"
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#include "FortBurstEffectData.h"
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#include "FortGameplayCueAttachInfo.h"
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#include "FortGameplayCueAudioInfo_Looping.h"
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#include "FortGameplayCueCameraLensEffectInfo.h"
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#include "FortGameplayCueForceFeedbackInfo.h"
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#include "FortGameplayCueNotify_Actor.h"
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#include "FortGameplayCueParticleInfo.h"
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#include "FortGameplayCueSpawnResult.h"
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#include "FortGameplayCueNotify_Loop.generated.h"
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class AActor;
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class ADecalActor;
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class UAudioComponent;
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class UCameraShake;
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class UParticleSystemComponent;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortGameplayCueNotify_Loop : public AFortGameplayCueNotify_Actor {
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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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FFortBurstEffectData ApplicationBurst;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueSpawnResult ApplicationResult;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueAttachInfo DefaultLoopingAttachment;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortGameplayCueParticleInfo> LoopingParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortGameplayCueAudioInfo_Looping> LoopingSounds;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueForceFeedbackInfo LoopingForceFeedbackEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueCameraLensEffectInfo LoopingCameraLensEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueSpawnResult LoopingResult;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortBurstEffectData RecurringBurst;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueSpawnResult RecurringResult;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortBurstEffectData RemovalBurst;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayCueSpawnResult RemovalResult;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bTickEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TickInterval;
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AFortGameplayCueNotify_Loop();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnRemoval(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents, UCameraShake* BurstCameraShakeInstance, ADecalActor* BurstDecalInstance);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnRecurring(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents, UCameraShake* BurstCameraShakeInstance, ADecalActor* BurstDecalInstance);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnLoopingStart(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnApplication(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents, UCameraShake* BurstCameraShakeInstance, ADecalActor* BurstDecalInstance);
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};
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