mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 12:33:25 +00:00
213 lines
14 KiB
C++
213 lines
14 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagContainer.h"
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#include "EFortEncounterDirection.h"
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#include "EFortObjectiveStatus.h"
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#include "EFortTeam.h"
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#include "EPollActorsInVolumeTypes.h"
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#include "EncounterEnvironmentQueryInfo.h"
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#include "FortEncounterSettings.h"
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#include "FortMissionEvent.h"
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#include "FortMissionEventName.h"
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#include "Templates/SubclassOf.h"
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#include "TieredWaveSetCollectionData.h"
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#include "TieredWaveSetData.h"
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#include "FortMissionLibrary.generated.h"
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class AActor;
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class ABuildingActor;
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class AFortBluGloManager;
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class AFortMission;
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class AFortPawn;
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class AFortPickup;
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class AFortPlacementActor;
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class AFortPlayerController;
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class AFortPlayerPawn;
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class AFortPlayerStateZone;
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class UBoxComponent;
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class UDataAsset;
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class UFortAIEncounterInfo;
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class UFortMissionEventParams;
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class UFortMissionInfo;
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class UFortMissionItemDefinition;
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class UFortSchematicItemDefinition;
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class UFortWorldItemDefinition;
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class UObject;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortMissionLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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UFortMissionLibrary();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static bool UnregisterForMissionEvents(AActor* ActorToUnregister, FGuid MissionGuid);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static void TeleportPlayerPawn(AFortPlayerPawn* PlayerPawn, FVector DestLocation, FRotator DestRotation, bool bIgnoreCollision, bool bIgnoreSupplementalKillVolumeSweep);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static void TeleportPawnNearLocation(AFortPawn* Pawn, FVector DestLocation);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void StopAIEncounterAgainstActor(UObject* WorldContextObject, AActor* TargetActor);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void StopAIEncounter(UObject* WorldContextObject, UFortAIEncounterInfo* ActiveEncounter, EFortObjectiveStatus ObjectiveStatus);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void StartPlayingMission(UObject* WorldContextObject, const FGuid& MissionGuid);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static UFortAIEncounterInfo* StartAIEncounterWithEnvironmentQuery(UObject* WorldContextObject, FString& AssociatedMissionName, TSubclassOf<UFortAIEncounterInfo> EncounterTemplate, AActor* TargetActor, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static UFortAIEncounterInfo* StartAIEncounter(UObject* WorldContextObject, FString& AssociatedMissionName, TSubclassOf<UFortAIEncounterInfo> EncounterTemplate, AActor* TargetActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static bool SpawnPlacementMissionActor(UObject* WorldContextObject, const TSubclassOf<AActor>& ActorToSpawn, const FVector& SpawnLocation, const FRotator& SpawnRotation, AActor* PlacementLocationActor, AActor*& OutSpawnedActor);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AFortPickup* SpawnMissionItemPickupInWorld(UObject* WorldContextObject, FGuid MissionGuid, UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, FVector Position, FVector Direction, int32 OverrideMaxStackCount);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AFortPickup* SpawnMissionItemPickup(UObject* WorldContextObject, FGuid MissionGuid, UFortMissionItemDefinition* MissionItemDefinition, FVector StartPosition, AFortPawn* TargetPawn);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static ABuildingActor* SpawnBuildingActorAtTransform(UObject* WorldContextObject, FGuid MissionGuid, TSubclassOf<ABuildingActor> BuildingClass, const FTransform& Transform);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static TArray<AActor*> SpawnAtPlacementActorsHelper(UObject* WorldContextObject, UClass* Entries, bool& bSucceeded);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnAndCollectPlayerPickups(UObject* WorldContextObject, AFortPlayerController* PlayerController, FVector StartPosition, FName LootTierGroup, int32 LootTier);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static bool ShouldUseAlternateAIDirectorBalance();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetWorldSavingEnabled(UObject* WorldContextObject, bool bEnabled);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetOnlinePresenceDoNotDisturb(UObject* WorldContextObject, bool bDoNotDisturb, AFortPlayerController* SpecificPlayer);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static bool RegisterMissionInfoUIActor(AActor* AttachmentActor, FGuid MissionGuid, FVector AttachementOffset, float MaxVisibleDistance);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static bool RegisterForMissionEvents(AActor* ActorToRegister, FGuid MissionGuid);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static int32 PollActorsInVolume(UObject* WorldContextObject, UBoxComponent* VolumeBoxComponent, TEnumAsByte<EPollActorsInVolumeTypes::Type> PollBuildingTypes, TSubclassOf<AActor> ActorClassToPoll);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void PingMinimap(UObject* WorldContextObject, FVector WorldLocation, FLinearColor PingColor, TEnumAsByte<EFortTeam::Type> RequiredTeam);
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UFUNCTION(BlueprintCallable)
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static int32 NumBluGloFromPlayerState(AFortPlayerStateZone* PlayerState);
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UFUNCTION(BlueprintCallable)
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static int32 NumBluGloFromPlayerPawn(AFortPlayerPawn* PlayerPawn);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void LoadMission(UObject* WorldContextObject, UFortMissionInfo* MissionInfo);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static bool IsUsingNewMissionGeneration(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static bool HasTags(const FGameplayTagContainer& ContainerToCheck, const FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static bool GiveMissionSchematicItemDirectlyToPlayer(UObject* WorldContextObject, AFortPlayerController* TargetPlayer, FGuid MissionGuid, UFortSchematicItemDefinition* SchematicDefinition);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GiveMissionRewardsToPlayerAsPickups(UObject* WorldContextObject, FGuid MissionGuid, AFortPlayerController* PlayerController, FVector StartPosition, float Radius, FName LootTierGroup, int32 LootTier);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GiveMissionRewardsToPlayer(UObject* WorldContextObject, FGuid EventGuid, AFortPlayerController* PlayerController, FText TitleText, FText DescriptionText, FName LootTierGroup, int32 LootTier, float RewardDisplayTime);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static void GetTieredWaveSet(FName TieredWaveCollectionName, int32 Tier, FTieredWaveSetCollectionData& WaveCollectionInfo, TArray<FTieredWaveSetData>& OutWaveData);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GetTieredWaveBaseWaveLength(UObject* WorldContextObject, FName BaseWaveLengthRowName, float OverrideDifficulty, float& OutBaseWaveLength);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GetTieredWaveBaseNumKills(UObject* WorldContextObject, FName BaseNumOfKillsRowName, float OverrideDifficulty, float& OutBaseNumKills);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void GetTieredWaveBaseNumKillPoints(UObject* WorldContextObject, FName BaseNumOfKillPointsRowName, float OverrideDifficulty, float& OutBaseNumKillPoints);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AFortMission* GetPrimaryMission(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable)
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static float GetMissionHUDTextLineHeightEstimate(FText Text);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AFortMission* GetMissionFromGuid(UObject* WorldContextObject, const FGuid& MissionGuid);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static TArray<AActor*> GetMissionActorsInVectorDirection(UObject* WorldContextObject, TSubclassOf<AActor> ActorSubclass, FVector StartLocation, FVector DirectionToLookForActors, float Angle, float MaxDistance);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static TArray<AActor*> GetMissionActorsInEncounterDirection(UObject* WorldContextObject, TSubclassOf<AActor> ActorSubclass, FVector StartLocation, TEnumAsByte<EFortEncounterDirection::Type> DirectionToLookForActors, float Angle, float MaxDistance);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static int32 GetLowestPlayerAccountLevel(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static int32 GetLocalPlayerAccountLevel(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable)
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static float GetIronCityWorldDifficulty(int32 AccountLevel);
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UFUNCTION(BlueprintCallable)
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static bool GetIronCityMinMaxPowerLevels(int32 DifficultyLevel, float& MinPowerLevel, float& MaxPowerLevel);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AFortBluGloManager* GetBluGloManager(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static int32 GetAveragePlayerAccountLevel(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static TArray<AFortMission*> GetAllLoadedMissions(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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static AFortPlacementActor* FindOriginatingPlacementActor(ABuildingActor* BuildingActor);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static TArray<ABuildingActor*> FindActorsWithTags(UObject* WorldContextObject, const FGameplayTagContainer& Tags);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ExecuteMissionEventEx(UObject* WorldContextObject, FFortMissionEventName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void ExecuteMissionEvent(UObject* WorldContextObject, FName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static FFortMissionEvent CreateMissionEvent(UObject* WorldContextObject, FName EventType, FGuid MissionGuid, FGameplayTagContainer ObjectiveHandle, UFortMissionEventParams* Params, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, UObject* EventFocus, UDataAsset* EventContent, AActor* EventInstigator, int32 GenericInt, float GenericFloat, FText GenericText, const FGameplayTagContainer GameplayTags);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void CreateDynamicBuildingDeconstructor(UObject* WorldContextObject, FVector Origin, FVector BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void AdjustWaveBasedGameDifficulty(UObject* WorldContextObject, float fDifficultyAddMod);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void AddCompletionTagToMission(UObject* WorldContextObject, FGuid MissionGuid, FGameplayTag NewCompletionTag);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void AddCompletionTagsToMission(UObject* WorldContextObject, FGuid MissionGuid, FGameplayTagContainer NewCompletionTagContainer);
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};
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