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https://github.com/FortniteModdingHub/FNGameProj.git
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44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/LocalPlayer.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "FortPlayerScoreReport.h"
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#include "FortRewardReport.h"
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#include "PlayerReportingInfoContainer.h"
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#include "FortLocalPlayer.generated.h"
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class UFortClientSettingsRecord;
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class UFortOnlineAccount;
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UCLASS(Blueprintable, NonTransient)
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class FORTNITEGAME_API UFortLocalPlayer : public ULocalPlayer {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortOnlineAccount* FortOnlineAccount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortRewardReport CachedRewardReport;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortPlayerScoreReport> CachedScoreReports;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortClientSettingsRecord* ClientSettingsRecord;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bControllerAttached;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUniqueNetIdRepl PlatformUID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerReportingInfoContainer PlayerReportingInfoContainer;
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public:
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UFortLocalPlayer();
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};
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