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https://github.com/FortniteModdingHub/FNGameProj.git
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43 lines
2.1 KiB
C++
43 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "FortAnalyticsEventAttribute.h"
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#include "FortOutpostAnalytics.generated.h"
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class UObject;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortOutpostAnalytics : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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UFortOutpostAnalytics();
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostSupplyDropPickedUp(const UObject* SourceBp, const TArray<FFortAnalyticsEventAttribute>& Resourcees);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostLoaded(const UObject* SourceBp, const int32 DefenseLeg);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostLeaveOutpost(const UObject* SourceBp, const FString& BuildingType, const int32 NumWavesStarted, const int32 DefenseLeg);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostDefenseStart(const UObject* SourceBp, const int32 NumWavesTotal, const int32 DefenseLeg);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostDefenseEnd(const UObject* SourceBp, const int32 NumWavesStarted, const int32 NumWavesTotal, bool bSucceeded, bool bAbandoned, const int32 DefenseLeg);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostBuildingDefended(const UObject* SourceBp, const FString& BuildingType, const int32 NumMissionsCompleted);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostBuildingActivated(const UObject* SourceBp, const FString& BuildingType, const int32 NumMissionsCompleted);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostAttackWaveStarted(const UObject* SourceBp, const FString& BuildingType, const int32 NumWavesStarted, const FString& Direction, const int32 DefenseLeg);
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UFUNCTION(BlueprintCallable)
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static void FireAnalyticsEvent_OutpostAttackWaveCompleted(const UObject* SourceBp, const FString& BuildingType, const int32 NumWavesCompleted, const bool Succeeded, const FString& Direction, const int32 DefenseLeg);
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};
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