Files
FNGameProj/Source/FortniteGame/Public/FortPlayerController.h
2024-01-21 00:41:14 +01:00

1751 lines
70 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/PlayerController.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/OnlineReplStructs.h"
#include "Engine/NetSerialization.h"
#include "AttributeSet.h"
#include "GameplayTagContainer.h"
#include "GameplayTagContainer.h"
#include "AIDirectorDebugInfo.h"
#include "AttributeModifierInfo.h"
#include "BuildingWeakSpotData.h"
#include "ChoiceData.h"
#include "CreateBuildingActorData.h"
#include "DelayedQuickBarActionContainer.h"
#include "EAthenaCustomizationCategory.h"
#include "EBuildingHighlightType.h"
#include "EFortBuildPreviewMarkerOptionalAdjustment.h"
#include "EFortCombatEvents.h"
#include "EFortCostInfoTypes.h"
#include "EFortDamageZone.h"
#include "EFortGameplayState.h"
#include "EFortItemEntryState.h"
#include "EFortItemTier.h"
#include "EFortJumpStaminaCost.h"
#include "EFortPCTutorialCompletedState.h"
#include "EFortPawnStasisMode.h"
#include "EFortQuickBars.h"
#include "EFortRequestedGameplayAction.h"
#include "EFortResourceLevel.h"
#include "EFortResourceType.h"
#include "ELockOnState.h"
#include "ERichPresenceStateChange.h"
#include "EStatCategory.h"
#include "EStatMod.h"
#include "EStatRecordingPeriod.h"
#include "ESubGame.h"
#include "EVolumeState.h"
#include "FortAthenaLoadout.h"
#include "FortCombatManagerEvent.h"
#include "FortDamageNumberInfo.h"
#include "FortInventoryOwnerInterface.h"
#include "FortItemEntryStateValue.h"
#include "FortPersistentGameplayStatContainer.h"
#include "FortRequirementsInfo.h"
#include "FortRewardReport.h"
#include "FortTeamActorInterface.h"
#include "FortUpdatedObjectiveStat.h"
#include "LastBuildableState.h"
#include "LockOnInfo.h"
#include "OnAutoRunEnabledDelegate.h"
#include "OnBuildPreviewMarkerVisibilityChangedDelegate.h"
#include "OnChosenSignatureDelegate.h"
#include "OnEnterVehicleDriverDelegate.h"
#include "OnEnterVehiclePassengerDelegate.h"
#include "OnExitVehicleDelegate.h"
#include "OnMcpProfilesInitializedDelegate.h"
#include "OnNotifyInputFilteredDelegate.h"
#include "OnOpenVoteDialogDelegate.h"
#include "OnPlayerEnteredBuildModeDelegate.h"
#include "OnPlayerPawnPossessedDelegate.h"
#include "OnQuestObjectiveStateChangedDelegate.h"
#include "OnReadyCheckCompleteBPDelegate.h"
#include "OnRegainedFocusDelegate.h"
#include "OnSetFirstPersonCameraDelegate.h"
#include "OnShowFPSChangeDelegate.h"
#include "OnToggleFullscreenMapDelegate.h"
#include "Templates/SubclassOf.h"
#include "FortPlayerController.generated.h"
class AActor;
class ABuildingActor;
class ABuildingPlayerPrimitivePreview;
class ABuildingSMActor;
class ABuildingTrapDefender;
class ABuildingWeakSpot;
class AFortAIDirectorDataManager;
class AFortAIPawn;
class AFortAircraft;
class AFortAthenaVehicle;
class AFortCombatManager;
class AFortDamageNumbersActor;
class AFortDecoHelper;
class AFortInventory;
class AFortMarkActor;
class AFortMusicManager;
class AFortObjectiveBase;
class AFortPawn;
class AFortPlayerController;
class AFortPlayerPawn;
class AFortQuickBars;
class AFortSprayDecalInstance;
class AFortVolume;
class AFortWeapon;
class UAthenaCharacterItemDefinition;
class UForceFeedbackEffect;
class UFortAbilitySystemComponent;
class UFortAccountItem;
class UFortAccountItemDefinition;
class UFortAwardManager;
class UFortCinematicCamera;
class UFortClientBotManager;
class UFortClientPilot_Base;
class UFortCollectionBookManager;
class UFortCustomizationAssetLoader;
class UFortDefenderItem;
class UFortGameplayAbility;
class UFortIndicatorManager;
class UFortItem;
class UFortItemDefinition;
class UFortMcpProfileAthena;
class UFortMcpProfileCampaign;
class UFortMcpProfileCommonCore;
class UFortMcpProfileCommonPublic;
class UFortMcpProfileCreative;
class UFortMcpProfileMetadata;
class UFortMinigameManager;
class UFortMontageItemDefinitionBase;
class UFortQuestManager;
class UFortRegisteredPlayerInfo;
class UFortStatEventManager;
class UHeartbeatManager;
class UInputComponent;
class UMaterialInstanceDynamic;
class UMaterialInterface;
class UMaterialParameterCollection;
class UMcpProfileGroup;
class UMediaPlayer;
class UMediaSource;
class USoundBase;
class USoundMix;
class UStatManager;
class UUserWidget;
UCLASS(Blueprintable, Config=Game)
class FORTNITEGAME_API AFortPlayerController : public APlayerController, public IFortTeamActorInterface, public IFortInventoryOwnerInterface {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPlayerPawnPossessed OnPlayerPawnPossessed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnNotifyInputFiltered OnInputFiltered;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* AircraftInputComponent;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
uint8 bFailedToRespawn: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bIsDisconnecting: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bIsBeingKicked: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
uint8 bHasInitiallySpawned: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bAssignedStartSpawn: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bReadyToStartMatch: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bClientPawnIsLoaded: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector SpawnLoc;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 NumPreviousSpawns;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnReadyCheckCompleteBP OnBlueprintReadyCheckCompleted;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundMix* SimpleLoadingScreenSoundMix;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString RegisteredPartnerId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FGameplayTag RegisteredPartnerTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AFortAIPawn*> ManagedAIs;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerPawn* MyFortPawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerPawn* MyFortPawnBeforeTakeoverOfScriptedPawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* ScriptedPawnControllerBeforeTakeover;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHasClientFinishedLoading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_bHasServerFinishedLoading, meta=(AllowPrivateAccess=true))
bool bHasServerFinishedLoading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float TimeStartedWaiting;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float TimeFinishedNavigationBuild;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialParameterCollection* MaterialParameterCollection;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bLoadingScreenDropped;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector PendingSpectatorLocation;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<AActor> ActorUnderReticle;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<AActor> AutoFireReticleTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FTimerHandle AutofireTimerHandle;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<ABuildingWeakSpot> WeakspotUnderReticle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FBuildingWeakSpotData> ActiveWeakSpots;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastActiveTime;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UInputComponent* VehicleInputComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHoldingPrimaryFireFromTouch;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float AutoFireReticleWeaponDistanceScale;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSupportNextPieceAssist;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAutoBuildForTrapPlacement;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAutoBuildForFloorTrapPlacement;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAutoBuildForWallTrapPlacement;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAutoBuildForCeilingTrapPlacement;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bNoControllerLighting;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float ReturnToMainMenuTimeoutDelay;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnQuestObjectiveStateChanged OnQuestObjectiveStateChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* LastDamager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* LastFallInstigator;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastDamagerCreditThresholdDropElim;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastDamagerCreditThresholdSelfElim;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastDamagerCreditThresholdStormElim;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bGiveLastDamagerElimCreditOnDrop;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bGiveLastDamagerElimCreditOnSelfDamage;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bGiveLastDamagerElimCreditOnStormDamage;
protected:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnMcpProfilesInitialized OnMcpProfilesInitializedEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnEnterVehicleDriver OnEnterVehicleDriver;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnEnterVehiclePassenger OnEnterVehiclePassenger;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnExitVehicle OnExitVehicle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bWantsToSprint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bHoldingSprint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bSprintToggleable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bSprintByDefault;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bSprintCancelsReload;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bSprintWasCancelledByReload;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bAutoRunOn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bTargetingToggleable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bMovementDisabledDueToCancellableAction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsPlayerActivelyMoving;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 InMovementCancellableAction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowHoldForAmmoCrafting;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AutoLevelCameraStartPitch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AutoLevelCameraStartTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsClientTimingOut;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ClientTimeoutBlockInputTime;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint64 LastMoveInputFrame;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float LastPressGamepadSprintTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bAutoRunWasHoldingForward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bAtNameBaseScreen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bInventoryToggledByAlt;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIsCrucibleMode;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnSetFirstPersonCamera OnSetFirstPersonCamera;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSubclassOf<UFortCinematicCamera> CinematicCameraClassOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bOnPressExecuteJetpack;
public:
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bServerSideHitMarkers;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnChosenSignature OnUiChoiceCompleted;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnRegainedFocus OnRegainedFocus;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnToggleFullscreenMap OnToggleFullscreenMap;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnOpenVoteDialog OnOpenVoteDialog;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsInQuickToggleCursorMode;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bGamepadAbilityPending;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bForceAllowCursorMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bForceAllowCameraMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bDragDropPending;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSuppressEventNotifications;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float LastSpotTime;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<TWeakObjectPtr<AFortMarkActor>> CurrentMarks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortGameplayAbility* PreviewAbility;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_IntensityGraphInfo, meta=(AllowPrivateAccess=true))
FAIDirectorDebugInfo IntensityGraphInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PIDValuesGraphInfo, meta=(AllowPrivateAccess=true))
FAIDirectorDebugInfo PIDValuesGraphInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PIDContributionsGraphInfo, meta=(AllowPrivateAccess=true))
FAIDirectorDebugInfo PIDContributionsGraphInfo;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CombatManager, meta=(AllowPrivateAccess=true))
AFortCombatManager* CombatManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortAIDirectorDataManager* AIDirectorDataManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortMusicManager* MusicManager;
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnBuildPreviewMarkerVisibilityChanged OnBuildPreviewMarkerVisibilityChanged;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUsePredictedBuildingActors;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bRegisterPredictedBuildingActorsWithGrid;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float PredictedActorLifespan;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<ABuildingSMActor*> PredictedBuildingSMActors;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* BuildPreviewModeInputComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ABuildingPlayerPrimitivePreview* BuildPreviewMarker;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ABuildingPlayerPrimitivePreview* BuildPreviewMarkerExtraPiece;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowBuildingPreviewAutoRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ABuildingActor* TargetedBuilding;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortAthenaVehicle* TargetedVehicle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSubclassOf<ABuildingSMActor> ContextualConversionClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<USoundBase> StartUpgradeSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<ABuildingActor*> HighlightedPrimaryBuildings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<ABuildingActor*> HighlightedInteractionBuildings;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<ABuildingActor> HighlightedPrimaryBuilding;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UMaterialInterface> BuildPreviewMarkerParentMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UMaterialInstanceDynamic*> BuildPreviewMarkerMIDs;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 BuildPreviewRotationIterations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bBuildPreviewMirrored: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortBuildPreviewMarkerOptionalAdjustment BuildPreviewMarkerOptionalAdjustment;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bBuildFree: 1;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bCraftFree: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortCostInfoTypes::Type> CurrentCostInfoType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSubclassOf<ABuildingSMActor> CurrentBuildableClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSubclassOf<ABuildingSMActor> PreviousBuildableClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortResourceLevel CurrentResourceLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortResourceType CurrentResourceType;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FLastBuildableState LastBuildableStateData[12];
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FFortDamageNumberInfo> QueuedDamageNumbers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortDamageNumbersActor* DamageNumbersActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* EditModeInputComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ABuildingSMActor* EditBuildingActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float EditModeDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector LastBuildPreviewGridSnapLoc;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FRotator LastBuildPreviewGridSnapRot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector LastBuildPreviewGridSnapCentroid;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* PickerInputComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortDecoHelper* TrapPickerDecoHelper;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FHitResult> TouchEditResults;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bBuildingPlacementTraceSkipInitialPenetrationOfBuildingSMActor;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bBuildingPlacementTraceSkipInitialPenetrationOfStaticMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortQuickBars* ClientQuickBars;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DelayedQuickBarActions, meta=(AllowPrivateAccess=true))
FDelayedQuickBarActionContainer DelayedQuickBarActions;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSet<uint32> ClientProcessedQuickBarActions;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PinnedSchematics, meta=(AllowPrivateAccess=true))
TArray<FString> PinnedSchematics;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
uint8 bAutoEquipBetterItems: 1;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=HandleWorldInventoryLocalUpdate, meta=(AllowPrivateAccess=true))
AFortInventory* WorldInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=HandleOutpostInventoryLocalUpdate, meta=(AllowPrivateAccess=true))
AFortInventory* OutpostInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHasInitializedWorldInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHasInitializedHeroInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAccountInventoryWasUpdated;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bForceWorldInventoryUpdate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIsSavingGadgetLoadout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortClientPilot_Base* BotPilot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortClientBotManager* BotManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UFortClientBotManager> ClientBotManagerClass;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortAthenaLoadout CosmeticLoadoutPC;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortCustomizationAssetLoader* LocalPawnCustomizationAssetLoader;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bDropWeaponsDuringAllMissionStates;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_LatestRewardReport, meta=(AllowPrivateAccess=true))
FFortRewardReport LatestRewardReport;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortRegisteredPlayerInfo* MyPlayerInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_UpdatedObjectiveStats, meta=(AllowPrivateAccess=true))
TArray<FFortUpdatedObjectiveStat> UpdatedObjectiveStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_UpdatedUnsavedPrimaryMissionProgress, meta=(AllowPrivateAccess=true))
bool bHasUnsavedPrimaryMissionProgress;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UStatManager* StatManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UHeartbeatManager* HeartbeatManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortStatEventManager* StatEventManager;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortPersistentGameplayStatContainer CachedPersistentGameplayStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMontageItemDefinitionBase* LastEmotePlayed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<UFortMontageItemDefinitionBase*, int32> EmoteUsageCounts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FVector> AnalyticsBuildingWallTooLowLocations;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UMcpProfileGroup* McpProfileGroup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMcpProfileCommonPublic* CommonPublicMcpProfile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMcpProfileCommonCore* CommonCoreMcpProfile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMcpProfileCampaign* MainMcpProfile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMcpProfileAthena* AthenaProfile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMcpProfileMetadata* MetadataProfile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortMcpProfileCreative* CreativeModeProfile;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
EFortPCTutorialCompletedState TutorialCompletedState;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShouldReceiveCriticalMatchBonus;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPlayerEnteredBuildMode OnPlayerChangedBuildMode;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnAutoRunEnabled OnAutoRunEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector LocationUnderReticle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bEnableVoiceChatPTT: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bInfiniteAmmo: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bInfiniteMagazine: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bNoCoolDown: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bInfiniteDurability: 1;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bUsePickers: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bPickerOpen: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CheatMovement, meta=(AllowPrivateAccess=true))
uint8 bCheatGhost: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CheatMovement, meta=(AllowPrivateAccess=true))
uint8 bCheatFly: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bEnableShotLogging: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsNearActiveEncounters: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
int32 OverriddenBackpackSize;
UPROPERTY(Config, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
uint32 AimHelpMode;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortJumpStaminaCost::Type> JumpStaminaCost;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
FName CameraPrototypeName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHideHudEnglishText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bTurboBuild;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurboBuildFirstInterval;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurboBuildInterval;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurboPlaceFirstInterval;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurboPlaceInterval;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bCreativeTurboDelete;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurboDeleteFirstInterval;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurboDeleteInterval;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAutoChangeMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bPeripheralLightingEnabled;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float EmoteOffCooldownTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SprayOffCooldownTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AFortSprayDecalInstance*> ActiveSprayInstances;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> ActiveToyInstances;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<UClass*, int32> ToySummonCounts;
public:
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSyncPeripheralLightingWithEmoteMusic;
protected:
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bPushEmoteAudioDataToCosmeticMaterials;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float LastEmoteMusicFFT100hz;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float LastEmoteMusicFFT2000hz;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float EmoteMusicBeatThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float EmoteMusicEnvelopeBeatCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bZeroingCameraRoll;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bTryPickupSwap;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShouldPickupOnUseRelease;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bClientSideEditPrediction;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float ClientSideEditPredictionTimeout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ABuildingSMActor* PendingEnterModeActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 RandomCharacterIndex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float AntiAddictionPlayTimeMultiplier;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUsesWidgetForFPSDisplay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShowFPS;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnShowFPSChange OnShowFPSChange;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FLockOnInfo LockOnInfo;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bLockPrimaryInputMethodToMouse;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 NumberOfInputMethodChangesRecently;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bInputModeThrashing;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortIndicatorManager* IndicatorManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
bool bFinalXPUpdateFailed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UUserWidget* TestUserWidget;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortPawnStasisMode PreviousStasisMode;
AFortPlayerController();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void UnMutePlayer(const FUniqueNetIdRepl& UniqueNetId);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void TogglePersonalVehicle(bool bOn);
public:
UFUNCTION(BlueprintCallable, Exec)
void ToggleInventory();
UFUNCTION(BlueprintCallable)
void ToggleFullScreenMap();
UFUNCTION(BlueprintCallable, Exec)
void ToggleClientBot();
UFUNCTION(BlueprintCallable, Exec)
void TestStreamedVideo(const FString& URLInQuotes);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SuppressEventNotifications(bool bSuppress);
UFUNCTION(BlueprintCallable, Exec)
void Suicide();
protected:
UFUNCTION(BlueprintCallable)
void StartZeroingCameraRoll();
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Exec)
bool StartReadyCheck(FText QueryText, FText YesText, FText NoText, float PercentageToPass);
UFUNCTION(BlueprintCallable)
void StartAutoLevelCamera();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
AActor* SpawnToyInstance(TSubclassOf<AActor> ToyClass, FTransform SpawnPosition);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool ShouldShowInfoIndicator(const AActor* TestActor) const;
UFUNCTION(BlueprintCallable)
void SetRotatePawnToCamera(bool bNewRotatePawnToCamera);
UFUNCTION(BlueprintCallable)
void SetLockOnTargetStickCoords(const FVector2D& Coords);
UFUNCTION(BlueprintCallable)
void SetInputYawScale(float InInputYawScale);
UFUNCTION(BlueprintCallable)
void SetInputPitchScale(float InInputPitchScale);
UFUNCTION(BlueprintCallable)
void SetFullscreenMapVisible(bool Visible);
UFUNCTION(BlueprintCallable)
void SetFirstPersonCamera(bool bNewUseFirstPersonCamera);
UFUNCTION(BlueprintCallable)
void SetCrucibleMode(bool bEnable);
UFUNCTION(BlueprintCallable)
void SetCinematicOverrideClass(TSubclassOf<UFortCinematicCamera> OverrideCameraClass);
UFUNCTION(BlueprintCallable)
void SetCinematicModeWithWeapon(bool bInCinematicMode, bool bHidePlayer, bool bHideWeapon, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);
UFUNCTION(BlueprintCallable)
void SetBuildingHighlight(const TArray<ABuildingActor*>& TargetedBuildings, TEnumAsByte<EBuildingHighlightType::Type> HighlightType, bool bValidHighlight);
UFUNCTION(BlueprintCallable)
void SetAutoLevelCamera(bool bShouldLevel);
UFUNCTION(BlueprintCallable)
void SetAtNameHomeBaseScreen(bool AtScreen);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerUpgradeBuildingActor(ABuildingActor* BuildingActorToUpgrade, int32 NewUpgradeLevel);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerUpdatePlayerData(const TArray<uint8>& PlayerData);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerUpdateGameplayOptions(const TArray<FString>& UserOptionsKeys, const TArray<FString>& UserOptionsValues);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerUpdateGameDescriptionData(AActor* DataTarget, const FText& GameName, const TArray<FText>& GameDescriptionText);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerUpdateActorOptions(AActor* OptionsTarget, const TArray<FString>& OptionsKeys, const TArray<FString>& OptionsValues);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerUIChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerTriggerGenericObjectiveEvent(AFortObjectiveBase* Objective);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerTriggerCombatEventBatch(const TArray<FFortCombatManagerEvent>& Payload);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerTriggerCombatEvent(EFortCombatEvents TriggeredEvent, float HeatMultiplier);
protected:
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
void ServerTouchActiveTime();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerTeleportToReticle(FVector TeleportLocation);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerTeamChatRoomReady(const FString& ChatRoomId);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSuicide();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerStartPIDValueGraphing();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerStartPIDContributionsGraphing();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerStartIntensityGraphing();
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSpotActor(AActor* NewlySpottedActor);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSpawnMark(AActor* ActorToAttachTo, FVector AttachOffset, const FText& PreapprovedText);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetShouldUsePilotComponent(bool InValue);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetShouldUseBotManager(bool InValue);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetReadyToContinue(bool bReady, EFortGameplayState RequestedState, bool bTryStartTimer);
private:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetPartyOwner(const FUniqueNetIdRepl& PartyOwnerUniqueId);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetMarkText(AFortMarkActor* MarkActor, const FString& MarkText);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetInventoryStateValue(FGuid ItemGuid, FFortItemEntryStateValue StateValue);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetHero(const FString& NewHeroID);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetClientHasFinishedLoading(bool bInHasFinishedLoading);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetAutoEquipBetterItems(bool bAutoEquip);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetAntiAddictionPlayTimeMultiplier(float NewPlayTimeRewardRate);
UFUNCTION(Reliable, Server, WithValidation)
void ServerSendClientProgressUpdate(int32 ClientProgressState, const TArray<uint64>& ClientProgressUpdate);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerReturnToMainMenu();
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRequestGameplayAction(EFortRequestedGameplayAction RequestedAction);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRequestAttributeSources(FGameplayAttribute Attribute, UFortAbilitySystemComponent* AbilitySystemComponent);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRequestAIDebug();
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
void ServerReportClientFPS(float ClientAvgFPS, uint8 ClientAvgFrameScore, uint8 ClientMaxFrameScore);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerReplyToReadyCheck(bool bReady);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRepairBuildingActor(ABuildingSMActor* BuildingActorToRepair);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRemoveInventoryStateValue(FGuid ItemGuid, EFortItemEntryState StateValueType);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRemoveInventoryItem(FGuid ItemGuid, int32 Count, bool bForceRemoveFromQuickBars, bool bForceRemoval);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerRemoveDefender(ABuildingTrapDefender* DefenderTrap);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerReleaseInventoryItemKey(FGuid ItemGuid);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerReadyToStartMatch();
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
void ServerPlayEmoteItem(const UFortMontageItemDefinitionBase* EmoteAsset);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerPingMinimap(FVector WorldLocation, FLinearColor PingColor, uint8 RequiredTeam);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerOnMaterialSelection(EFortResourceType NewResourceType, EFortResourceLevel NewResourceLevel);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerModifyStat(FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerLoadingScreenDropped();
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerKillAllAIPawnsAroundPlayer();
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerKickPlayer(const FUniqueNetIdRepl& PlayerToKick, const FText& Reason);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerItemWillBeDestroyed(FGuid DestroyedItemGuid, int32 Count);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerHandleMissionEvent_ToggledEditMode(ABuildingSMActor* EditableActor, bool bOpened);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerHandleMissionEvent_ToggledCursorMode(bool bOpened);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerHandleMissionEvent_StartLeavingZone();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerGiftInventoryItemToOtherPlayer(FGuid ItemGuid, FUniqueNetIdRepl PlayerID, int32 Quantity);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerExecutePresetTeamChat(const FText& ChatText, FUniqueNetIdRepl SenderID);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerExecuteInventoryWeapon(AFortWeapon* Weapon);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerExecuteInventoryItem(FGuid ItemGuid);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerEndEditingBuildingActor(ABuildingSMActor* BuildingActorToStopEditing);
protected:
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
void ServerEmote(const FName& AssetName);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerEditBuildingActor(ABuildingSMActor* BuildingActorToEdit, TSubclassOf<ABuildingSMActor> NewBuildingClass, uint8 RotationIterations, bool bMirrored);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerDropCarriedObject();
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerDropAllItems(const UFortItemDefinition* IgnoreItemDef);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerDisassembleInventoryItems(const TArray<FGuid>& ItemGuids, const TArray<int32>& ItemCounts);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerDeployDefender(ABuildingTrapDefender* DefenderTrap, const FString& SelectedItemInstanceId, const FName& DefenderSquadId, const FGuid WeaponToGiveGuid, const int32 AmmoQuantity);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerCreateBuildingActor(FCreateBuildingActorData CreateBuildingData);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerCraftSchematic(const FString& ItemId, int32 PostCraftSlot, int32 CraftAmount, EFortItemTier RequestedTier, bool bIsQuickCrafted);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerCombineInventoryItems(FGuid TargetItemGuid, FGuid SourceItemGuid);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerClientPawnLoaded(bool bIsPawnLoaded);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerCheatAll(const FString& Msg);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerCheat(const FString& Msg);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerBroadcastUIFeedbackEvent(FName EventName);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerBroadcastPlayerChangedBuildMode(bool bIsInBuildMode);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerBeginEditingBuildingActor(ABuildingSMActor* BuildingActorToEdit);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAttemptUnpinSchematic(const FString& ItemId, bool bSave);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAttemptPinSchematic(const FString& ItemId, bool bSave);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAttemptInventoryDrop(FGuid ItemGuid, int32 Count);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAttemptAircraftJump(FRotator ClientRotation);
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAnnouncementStoppedOnClient(FGuid AnnouncementID);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerAddPawnMovementInput(AFortPawn* InChar, FVector WorldDirection, float ScaleValue, bool bForce);
protected:
UFUNCTION(Reliable, Server, WithValidation)
void ServerAcknowledgeDelayedQuickBarAction(const TArray<uint32>& ProcessedActionIds);
public:
UFUNCTION(BlueprintCallable, BlueprintPure=false)
void SendStreamingAnalytics() const;
UFUNCTION(BlueprintCallable)
void SendMessage(const FText& MESSAGE);
UFUNCTION(BlueprintCallable)
void ReturnToMainMenu();
UFUNCTION(BlueprintCallable)
void ResetInputRotationScale();
UFUNCTION(BlueprintCallable, BlueprintPure=false)
void ReportVideoStreamingError(bool bLocalContentFallback, const FString& LastError) const;
UFUNCTION(BlueprintCallable)
void RemoveItemFromQuickBars(UFortItemDefinition* ItemDefinition);
UFUNCTION(BlueprintCallable, Exec)
void PrintEventInfo();
UFUNCTION(BlueprintCallable, Exec)
void PrintDebugInfo();
UFUNCTION(BlueprintCallable)
void PreparePlayerForDisplay();
UFUNCTION(BlueprintCallable, Exec)
void PostHeroStatSkillPointsEarned(int32 NumSkillPoints);
UFUNCTION(BlueprintCallable, Exec)
void PostHeroStatMissionCompleted(int32 DifficultyRating);
UFUNCTION(BlueprintCallable, Exec)
void PostHeroStatCollectionBookProgressMade(int32 LevelReached);
UFUNCTION(BlueprintCallable)
void PlaySpatialSound(USoundBase* Sound, FVector Location);
UFUNCTION(BlueprintCallable, Exec)
void PlayEmoteItem(const UFortMontageItemDefinitionBase* EmoteAsset);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool OwnsIslandVolume(AFortVolume* Volume) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool OwnsCurrentIslandVolume() const;
UFUNCTION(BlueprintCallable)
void OpenVoteDialog();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void OpenChoiceUI(FChoiceData ChoiceData);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_UpdatedUnsavedPrimaryMissionProgress();
UFUNCTION(BlueprintCallable)
void OnRep_UpdatedObjectiveStats();
UFUNCTION(BlueprintCallable)
void OnRep_PinnedSchematics();
public:
UFUNCTION(BlueprintCallable)
void OnRep_PIDValuesGraphInfo();
UFUNCTION(BlueprintCallable)
void OnRep_PIDContributionsGraphInfo();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_LatestRewardReport();
public:
UFUNCTION(BlueprintCallable)
void OnRep_IntensityGraphInfo();
private:
UFUNCTION(BlueprintCallable)
void OnRep_DelayedQuickBarActions();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_CombatManager();
UFUNCTION(BlueprintCallable)
void OnRep_CheatMovement();
UFUNCTION(BlueprintCallable)
void OnRep_bHasServerFinishedLoading();
public:
UFUNCTION(BlueprintCallable)
void OnMinigameVolumeStateChanged(EVolumeState NewState, AFortVolume* Volume);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnLocalInteraction(AActor* ReceivingActor);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnLeaveVolume(AFortVolume* Volume);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnEnterVolume(AFortVolume* Volume);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDisplayHitMarker(const FGameplayTagContainer& HitTags, EFortDamageZone Zone);
UFUNCTION(BlueprintCallable)
void MutePlayer(const FUniqueNetIdRepl& UniqueNetId);
UFUNCTION(BlueprintCallable)
void ModifyStat(FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave);
UFUNCTION(BlueprintCallable, BlueprintCosmetic)
void LocalStopForceFeedback(UForceFeedbackEffect* ForceFeedbackEffect, FName Tag);
UFUNCTION(BlueprintCallable, BlueprintCosmetic)
void LocalPlayForceFeedback(UForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, FName Tag);
UFUNCTION(BlueprintCallable)
void LocalOverrideBuildMode(bool bVisible, TSubclassOf<ABuildingSMActor> InBuildingClass, FVector BuildingOverrideDistance, UMaterialInterface* PreviewMaterial, FVector NewScale, FRotator NewRotation);
UFUNCTION(BlueprintCallable)
void LocalOnUiChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier);
protected:
UFUNCTION(BlueprintCallable)
void LocalOnBlueprintEdit(ABuildingSMActor* EditedActor);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsUsingTouch() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsUsingHarvestingTool() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsUsingGamepad() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsUsingFirstPersonCamera() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsRequirementsMet(const FFortRequirementsInfo& InRequirements) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPlayingEmote() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPersonalVehicleAvailable() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPersonalVehicleActive() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsNearActiveEncounters() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsInRespawnCountdown() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsInBuildMode() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsInAircraft() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsFullscreenMapVisible() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsCrucibleMode() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsClientTimingOut() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsClientBot() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsBuildToolOverridden() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsActionInputIgnored() const;
UFUNCTION(BlueprintCallable)
void HideFullScreenMap();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasPermissionToEditWorld(const ABuildingActor* Building, const FVector& Location, const FRotator& Rotation) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasLockOnTarget() const;
UFUNCTION(BlueprintCallable)
void HandleWorldInventoryLocalUpdate();
UFUNCTION(BlueprintCallable)
void HandleOutpostInventoryLocalUpdate();
protected:
UFUNCTION(BlueprintCallable)
void HandleHeroLoadoutCommanderChanged();
UFUNCTION(BlueprintCallable)
void HandleCurrentHeroLoadoutChanged();
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void GivePlayerAmmo(int32 AmmoCount);
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetTimeRemainingForRespawnBP() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetTeamPerkProgressiveActivationLevel() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetStatValue(FName StatName, EStatRecordingPeriod Period) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetRotatePawnToCamera() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortRegisteredPlayerInfo* GetRegisteredPlayerInfo() const;
UFUNCTION(BlueprintCallable)
UAthenaCharacterItemDefinition* GetRandomDefaultAthenaCharacterDefinition(UFortMcpProfileAthena* McpAthenaProfile);
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortQuestManager* GetQuestManager(ESubGame SubGame) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFortPlayerPawn* GetPlayerPawn() const;
UFUNCTION(BlueprintCallable)
int32 GetNumQuickbarSlots(EFortQuickBars QuickBarType);
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortMinigameManager* GetMinigameManager(ESubGame SubGame) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortMcpProfileCampaign* GetMcpCampaignProfile() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ELockOnState GetLockOnState() const;
UFUNCTION(BlueprintCallable)
int32 GetItemNumInStackByGuid(FGuid ItemGuid);
UFUNCTION(BlueprintCallable)
UFortItem* GetItemInQuickbarSlot(EFortQuickBars QuickBarType, int32 SlotIndex);
UFUNCTION(BlueprintCallable, BlueprintPure)
FUniqueNetIdRepl GetGameAccountId() const;
UFUNCTION(BlueprintCallable)
int32 GetFPSForHUD();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetForceAllowCameraMode() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortCollectionBookManager* GetCollectionBookManager() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ABuildingSMActor* GetBuildPreviewMarker() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortAwardManager* GetAwardManager(ESubGame SubGame) const;
UFUNCTION(BlueprintCallable)
bool GetAtNameHomeBaseScreen();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
AFortAIDirectorDataManager* GetAIDirectorDataManager();
UFUNCTION(BlueprintCallable, BlueprintPure)
AActor* GetActorUnderReticle() const;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
int32 GetAccountLevel() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortAccountItem* GetAccountItem(const FString& ID) const;
UFUNCTION(BlueprintCallable, Client, Unreliable)
void FortClientPlaySoundAtLocation(USoundBase* Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier);
UFUNCTION(BlueprintCallable, Client, Unreliable)
void FortClientPlaySound(USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ForceCancelBuildingTool();
protected:
UFUNCTION(BlueprintCallable)
void FixupInteractionWidgetsOnUnzoom();
public:
UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
void EnterAircraftClient(AFortAircraft* Aircraft);
UFUNCTION(BlueprintCallable, Exec)
void Emote(const FName& AssetName);
UFUNCTION(BlueprintCallable, Exec)
void DumpHomebaseRatingInfo() const;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void DropSpecificItem(const UFortItemDefinition* DropItemDef);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void DropAllItems(const UFortItemDefinition* IgnoreItemDef, bool bIgnoreBuildingMaterials);
UFUNCTION(BlueprintCallable)
void DeployDefender(ABuildingTrapDefender* DefenderTrap, const UFortDefenderItem* DefenderItem, const FName& DefenderSquadId, const UFortItem* WeaponItem, const int32 AmmoQuantity);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientUpdateServerOnPlayerChangedBuildMode();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientUpdateRichPresence(ERichPresenceStateChange RichPresenceChange, bool bImportant);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientUpdatePlayerList();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientTriggerUIFeedbackEvent(FName EventName);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSwapQuickBarFocus(EFortQuickBars InQuickBar, int32 SlotOverride, bool bForceExecution);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientStopUIFeedbackEvent(FName EventName);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientStayWithParty(bool bStayWithParty);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSpawnWeakSpotOnBuildingActor(FBuildingWeakSpotData ReplicatedWeakSpotData);
protected:
UFUNCTION(BlueprintCallable)
void ClientSideEditPredictionTimedOut();
public:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSetSpectatorCamera(FVector CameraLocation, FRotator CameraRotation);
protected:
UFUNCTION(Client, Reliable)
void ClientSetInviteFlags(const FJoinabilitySettings& Settings);
public:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSetActionMappingEnabled(FName ActionName, bool bEnabled);
protected:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSendMessage(const FText& MESSAGE, USoundBase* StartSound);
public:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientSendConfirmationMessage(const FText& ConfirmationMessage, bool bClientQuitAfterMessage);
UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
void ClientRequestReadyCheck(const FText& QueryText, const FText& YesText, const FText& NoText);
UFUNCTION(BlueprintCallable, Client, Unreliable)
void ClientReportDamagedResourceBuilding(ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int32 PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientRegisterWithParty();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientRefreshPlayerList();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientReceivePresetTeamChat(const FText& ChatText, FUniqueNetIdRepl SenderID);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientReceivedAttributeSources(FGameplayAttribute Attribute, UFortAbilitySystemComponent* AbilitySystemComponent, const TArray<FAttributeModifierInfo>& Sources);
UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
void ClientReadyCheckComplete(bool bPassed);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientPrecacheMediaSource(UMediaPlayer* InMediaPlayer, UMediaSource* InMediaSource);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientPingMinimap(FVector WorldLocation, FLinearColor PingColor);
protected:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientOpenChoiceUI(FChoiceData ChoiceItems);
public:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientOnGenericPlayerInitialization();
UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
void ClientJoinConsoleSession(const FString& ConsoleSession);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientGivePlayerLocalAccountItem(UFortAccountItemDefinition* ItemDefinition, int32 Count);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientForceWorldInventoryUpdate();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientForceUpdateQuickbar(EFortQuickBars QuickbarToRefresh);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientForceProfileQuery();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientForceCancelBuildingTool();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientFinishedInteractionInZone();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientFailedToBeginEditingBuildingActor(ABuildingSMActor* BuildingActorToStopEditing);
protected:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientExecuteInventoryItem(FGuid ItemGuid, float Delay, bool bForceExecute, bool bActivateSlotAfterSettingFocused);
public:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientEquipItem(const FGuid& ItemGuid, bool bForceExecution);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientCreateOrJoinChatRoom(const FString& ChatRoomId);
UFUNCTION(Client, Reliable)
void ClientConfirmTargetData(uint16 UniqueId, bool bSuccess, const TArray<uint8>& HitReplaces);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientCancelCrafting();
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientBotSetModuleToUse(const FString& PilotCategory, const FString& NewModule, bool bResetNow);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientBotEnqueueCommand(const FString& CommandToEnqueue);
UFUNCTION(BlueprintCallable, Client, Unreliable)
void ClientAddScoreNumber(int32 Score, EStatCategory ScoreCategory, const FVector_NetQuantize& ScoreLocation, bool bDisplayScoreOnPlayer);
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientActivateSlot(EFortQuickBars InQuickBar, int32 Slot, float ActivateDelay, bool bUpdatePreviousFocusedSlot, bool bForceExecution);
UFUNCTION(BlueprintCallable, Exec)
void CheatAll(const FString& Msg);
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
void Cheat_ForcePlayEmoteItem(const UFortMontageItemDefinitionBase* EmoteAsset);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void Cheat_ForceAthenaCosmeticItemInSlot(UFortAccountItemDefinition* CosmeticItem, EAthenaCustomizationCategory Slot, int32 Index);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void Cheat_ClearForcedCosmeticItems();
UFUNCTION(BlueprintCallable, Exec)
void Cheat(const FString& Msg);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ChangeActiveVariantForCosmeticItem(FName ItemTemplateToChange, FGameplayTag VariantChannelToChange, FGameplayTag DesiredActiveVariant);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool CanAlterHostileWalls() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortItem* BP_GetInventoryItemWithGuid(FGuid ItemGuid) const;
UFUNCTION(BlueprintCallable)
void BP_FindItemInstancesFromDefinition(const UFortItemDefinition* ItemDefinition, UPARAM(Ref) TArray<UFortItem*>& ItemArray);
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortItem* BP_FindExistingItemForDefinition(const UFortItemDefinition* ItemDefinition, bool bInStorageVault) const;
UFUNCTION(BlueprintCallable)
void AddItemToQuickBars(UFortItemDefinition* ItemDefinition, EFortQuickBars QuickBarType, int32 SlotIndex);
// Fix for true pure virtual functions not being implemented
UFUNCTION()
uint8 GetTeam() const override PURE_VIRTUAL(GetTeam, return 0;);
};