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

44 lines
1.4 KiB
C++

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