Files
2024-01-21 00:41:14 +01:00

184 lines
7.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortHomebaseSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortHomebaseSet : public UFortAttributeSet {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_AmmoStash_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_AmmoStash_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Armory_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_Armory_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Medical_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_Medical_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Storage_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_Storage_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Workshop_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_Workshop_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_StructureCap, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_StructureCap;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_PermaniteCap, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Keep_PermaniteCap;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Manor_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Manor_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Manor_StructureCap, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Manor_StructureCap;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_InventorySizeBonus, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData InventorySizeBonus;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_WorldInventorySizeBonus, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData WorldInventorySizeBonus;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_StorageInventorySizeBonus, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData StorageInventorySizeBonus;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ResearchPointMaxBonus, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ResearchPointMaxBonus;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Global, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Global;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Schematics;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics_Ranged, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Schematics_Ranged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics_Melee, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Schematics_Melee;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics_Traps, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Schematics_Traps;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Personnel, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Personnel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Alterations, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxLevelBonus_Alterations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData rate_per_second_collector_Token_collectionresource_nodegatetoken01;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData max_capacity_collector_Token_collectionresource_nodegatetoken01;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SupplyDrop_Magnitude, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData SupplyDrop_Magnitude;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SupplyDrop_Level, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData SupplyDrop_Level;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ExpeditionSquadOne_Power;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ExpeditionSquadTwo_Power;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ExpeditionSquadThree_Power;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ExpeditionSquadFour_Power;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ExpeditionSquadFive_Power;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ExpeditionSquadSix_Power;
UFortHomebaseSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void OnRep_WorldInventorySizeBonus();
UFUNCTION(BlueprintCallable)
void OnRep_SupplyDrop_Magnitude();
UFUNCTION(BlueprintCallable)
void OnRep_SupplyDrop_Level();
UFUNCTION(BlueprintCallable)
void OnRep_StorageInventorySizeBonus();
UFUNCTION(BlueprintCallable)
void OnRep_ResearchPointMaxBonus();
UFUNCTION(BlueprintCallable)
void OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Schematics_Traps();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Schematics_Ranged();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Schematics_Melee();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Schematics();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Personnel();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Global();
UFUNCTION(BlueprintCallable)
void OnRep_MaxLevelBonus_Alterations();
UFUNCTION(BlueprintCallable)
void OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01();
UFUNCTION(BlueprintCallable)
void OnRep_Manor_StructureCap();
UFUNCTION(BlueprintCallable)
void OnRep_Manor_Level();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_Workshop_Level();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_StructureCap();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_Storage_Level();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_PermaniteCap();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_Medical_Level();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_Level();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_Armory_Level();
UFUNCTION(BlueprintCallable)
void OnRep_Keep_AmmoStash_Level();
UFUNCTION(BlueprintCallable)
void OnRep_InventorySizeBonus();
};