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https://github.com/FortniteModdingHub/FNGameProj.git
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52 lines
2.0 KiB
C++
52 lines
2.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortAttributeSet.h"
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#include "FortGameplayAttributeData.h"
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#include "FortMovementSet.generated.h"
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UCLASS(Blueprintable, MinimalAPI)
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class UFortMovementSet : public UFortAttributeSet {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData WalkSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData RunSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData SprintSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData FlySpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData CrouchedRunSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData CrouchedSprintSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BackwardSpeedMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData JumpHeight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData GravityZScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData VehicleGravityZScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SpeedMultiplier, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData SpeedMultiplier;
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UFortMovementSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void OnRep_SpeedMultiplier();
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};
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