mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 12:33:25 +00:00
1751 lines
70 KiB
C++
1751 lines
70 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 "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/PlayerController.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "Engine/NetSerialization.h"
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#include "AttributeSet.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagContainer.h"
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#include "AIDirectorDebugInfo.h"
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#include "AttributeModifierInfo.h"
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#include "BuildingWeakSpotData.h"
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#include "ChoiceData.h"
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#include "CreateBuildingActorData.h"
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#include "DelayedQuickBarActionContainer.h"
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#include "EAthenaCustomizationCategory.h"
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#include "EBuildingHighlightType.h"
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#include "EFortBuildPreviewMarkerOptionalAdjustment.h"
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#include "EFortCombatEvents.h"
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#include "EFortCostInfoTypes.h"
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#include "EFortDamageZone.h"
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#include "EFortGameplayState.h"
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#include "EFortItemEntryState.h"
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#include "EFortItemTier.h"
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#include "EFortJumpStaminaCost.h"
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#include "EFortPCTutorialCompletedState.h"
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#include "EFortPawnStasisMode.h"
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#include "EFortQuickBars.h"
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#include "EFortRequestedGameplayAction.h"
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#include "EFortResourceLevel.h"
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#include "EFortResourceType.h"
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#include "ELockOnState.h"
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#include "ERichPresenceStateChange.h"
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#include "EStatCategory.h"
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#include "EStatMod.h"
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#include "EStatRecordingPeriod.h"
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#include "ESubGame.h"
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#include "EVolumeState.h"
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#include "FortAthenaLoadout.h"
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#include "FortCombatManagerEvent.h"
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#include "FortDamageNumberInfo.h"
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#include "FortInventoryOwnerInterface.h"
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#include "FortItemEntryStateValue.h"
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#include "FortPersistentGameplayStatContainer.h"
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#include "FortRequirementsInfo.h"
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#include "FortRewardReport.h"
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#include "FortTeamActorInterface.h"
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#include "FortUpdatedObjectiveStat.h"
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#include "LastBuildableState.h"
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#include "LockOnInfo.h"
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#include "OnAutoRunEnabledDelegate.h"
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#include "OnBuildPreviewMarkerVisibilityChangedDelegate.h"
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#include "OnChosenSignatureDelegate.h"
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#include "OnEnterVehicleDriverDelegate.h"
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#include "OnEnterVehiclePassengerDelegate.h"
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#include "OnExitVehicleDelegate.h"
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#include "OnMcpProfilesInitializedDelegate.h"
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#include "OnNotifyInputFilteredDelegate.h"
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#include "OnOpenVoteDialogDelegate.h"
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#include "OnPlayerEnteredBuildModeDelegate.h"
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#include "OnPlayerPawnPossessedDelegate.h"
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#include "OnQuestObjectiveStateChangedDelegate.h"
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#include "OnReadyCheckCompleteBPDelegate.h"
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#include "OnRegainedFocusDelegate.h"
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#include "OnSetFirstPersonCameraDelegate.h"
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#include "OnShowFPSChangeDelegate.h"
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#include "OnToggleFullscreenMapDelegate.h"
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#include "Templates/SubclassOf.h"
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#include "FortPlayerController.generated.h"
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class AActor;
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class ABuildingActor;
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class ABuildingPlayerPrimitivePreview;
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class ABuildingSMActor;
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class ABuildingTrapDefender;
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class ABuildingWeakSpot;
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class AFortAIDirectorDataManager;
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class AFortAIPawn;
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class AFortAircraft;
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class AFortAthenaVehicle;
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class AFortCombatManager;
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class AFortDamageNumbersActor;
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class AFortDecoHelper;
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class AFortInventory;
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class AFortMarkActor;
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class AFortMusicManager;
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class AFortObjectiveBase;
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class AFortPawn;
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class AFortPlayerController;
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class AFortPlayerPawn;
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class AFortQuickBars;
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class AFortSprayDecalInstance;
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class AFortVolume;
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class AFortWeapon;
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class UAthenaCharacterItemDefinition;
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class UForceFeedbackEffect;
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class UFortAbilitySystemComponent;
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class UFortAccountItem;
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class UFortAccountItemDefinition;
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class UFortAwardManager;
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class UFortCinematicCamera;
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class UFortClientBotManager;
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class UFortClientPilot_Base;
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class UFortCollectionBookManager;
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class UFortCustomizationAssetLoader;
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class UFortDefenderItem;
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class UFortGameplayAbility;
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class UFortIndicatorManager;
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class UFortItem;
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class UFortItemDefinition;
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class UFortMcpProfileAthena;
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class UFortMcpProfileCampaign;
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class UFortMcpProfileCommonCore;
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class UFortMcpProfileCommonPublic;
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class UFortMcpProfileCreative;
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class UFortMcpProfileMetadata;
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class UFortMinigameManager;
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class UFortMontageItemDefinitionBase;
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class UFortQuestManager;
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class UFortRegisteredPlayerInfo;
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class UFortStatEventManager;
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class UHeartbeatManager;
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class UInputComponent;
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class UMaterialInstanceDynamic;
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class UMaterialInterface;
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class UMaterialParameterCollection;
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class UMcpProfileGroup;
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class UMediaPlayer;
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class UMediaSource;
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class USoundBase;
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class USoundMix;
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class UStatManager;
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class UUserWidget;
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UCLASS(Blueprintable, Config=Game)
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class FORTNITEGAME_API AFortPlayerController : public APlayerController, public IFortTeamActorInterface, public IFortInventoryOwnerInterface {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnPlayerPawnPossessed OnPlayerPawnPossessed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnNotifyInputFiltered OnInputFiltered;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInputComponent* AircraftInputComponent;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bFailedToRespawn: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsDisconnecting: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIsBeingKicked: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bHasInitiallySpawned: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAssignedStartSpawn: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bReadyToStartMatch: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bClientPawnIsLoaded: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector SpawnLoc;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 NumPreviousSpawns;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnReadyCheckCompleteBP OnBlueprintReadyCheckCompleted;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundMix* SimpleLoadingScreenSoundMix;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FString RegisteredPartnerId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGameplayTag RegisteredPartnerTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AFortAIPawn*> ManagedAIs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerPawn* MyFortPawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerPawn* MyFortPawnBeforeTakeoverOfScriptedPawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerController* ScriptedPawnControllerBeforeTakeover;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bHasClientFinishedLoading;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_bHasServerFinishedLoading, meta=(AllowPrivateAccess=true))
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bool bHasServerFinishedLoading;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float TimeStartedWaiting;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float TimeFinishedNavigationBuild;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMaterialParameterCollection* MaterialParameterCollection;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bLoadingScreenDropped;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector PendingSpectatorLocation;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<AActor> ActorUnderReticle;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<AActor> AutoFireReticleTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FTimerHandle AutofireTimerHandle;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<ABuildingWeakSpot> WeakspotUnderReticle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FBuildingWeakSpotData> ActiveWeakSpots;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastActiveTime;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UInputComponent* VehicleInputComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bHoldingPrimaryFireFromTouch;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AutoFireReticleWeaponDistanceScale;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bSupportNextPieceAssist;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAutoBuildForTrapPlacement;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAutoBuildForFloorTrapPlacement;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAutoBuildForWallTrapPlacement;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAutoBuildForCeilingTrapPlacement;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bNoControllerLighting;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ReturnToMainMenuTimeoutDelay;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnQuestObjectiveStateChanged OnQuestObjectiveStateChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerController* LastDamager;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerController* LastFallInstigator;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastDamagerCreditThresholdDropElim;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastDamagerCreditThresholdSelfElim;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastDamagerCreditThresholdStormElim;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bGiveLastDamagerElimCreditOnDrop;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bGiveLastDamagerElimCreditOnSelfDamage;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bGiveLastDamagerElimCreditOnStormDamage;
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnMcpProfilesInitialized OnMcpProfilesInitializedEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnEnterVehicleDriver OnEnterVehicleDriver;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnEnterVehiclePassenger OnEnterVehiclePassenger;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnExitVehicle OnExitVehicle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bWantsToSprint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bHoldingSprint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bSprintToggleable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bSprintByDefault;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bSprintCancelsReload;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bSprintWasCancelledByReload;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bAutoRunOn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bTargetingToggleable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bMovementDisabledDueToCancellableAction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsPlayerActivelyMoving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 InMovementCancellableAction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAllowHoldForAmmoCrafting;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AutoLevelCameraStartPitch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AutoLevelCameraStartTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsClientTimingOut;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ClientTimeoutBlockInputTime;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint64 LastMoveInputFrame;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float LastPressGamepadSprintTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bAutoRunWasHoldingForward;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bAtNameBaseScreen;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bInventoryToggledByAlt;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIsCrucibleMode;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnSetFirstPersonCamera OnSetFirstPersonCamera;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSubclassOf<UFortCinematicCamera> CinematicCameraClassOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bOnPressExecuteJetpack;
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public:
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bServerSideHitMarkers;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnChosenSignature OnUiChoiceCompleted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnRegainedFocus OnRegainedFocus;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnToggleFullscreenMap OnToggleFullscreenMap;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnOpenVoteDialog OnOpenVoteDialog;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsInQuickToggleCursorMode;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bGamepadAbilityPending;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bForceAllowCursorMode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bForceAllowCameraMode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bDragDropPending;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bSuppressEventNotifications;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float LastSpotTime;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<AFortMarkActor>> CurrentMarks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortGameplayAbility* PreviewAbility;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_IntensityGraphInfo, meta=(AllowPrivateAccess=true))
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FAIDirectorDebugInfo IntensityGraphInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PIDValuesGraphInfo, meta=(AllowPrivateAccess=true))
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FAIDirectorDebugInfo PIDValuesGraphInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PIDContributionsGraphInfo, meta=(AllowPrivateAccess=true))
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FAIDirectorDebugInfo PIDContributionsGraphInfo;
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|
|
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;
|
|
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
bool bFinalXPUpdateFailed;
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|
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|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
UUserWidget* TestUserWidget;
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|
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|
public:
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|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
EFortPawnStasisMode PreviousStasisMode;
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|
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|
AFortPlayerController();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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|
void UnMutePlayer(const FUniqueNetIdRepl& UniqueNetId);
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protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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|
void TogglePersonalVehicle(bool bOn);
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|
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|
public:
|
|
UFUNCTION(BlueprintCallable, Exec)
|
|
void ToggleInventory();
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|
|
|
UFUNCTION(BlueprintCallable)
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|
void ToggleFullScreenMap();
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|
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|
UFUNCTION(BlueprintCallable, Exec)
|
|
void ToggleClientBot();
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|
|
|
UFUNCTION(BlueprintCallable, Exec)
|
|
void TestStreamedVideo(const FString& URLInQuotes);
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|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SuppressEventNotifications(bool bSuppress);
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|
|
|
UFUNCTION(BlueprintCallable, Exec)
|
|
void Suicide();
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|
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|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StartZeroingCameraRoll();
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|
|
|
public:
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Exec)
|
|
bool StartReadyCheck(FText QueryText, FText YesText, FText NoText, float PercentageToPass);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void StartAutoLevelCamera();
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
AActor* SpawnToyInstance(TSubclassOf<AActor> ToyClass, FTransform SpawnPosition);
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool ShouldShowInfoIndicator(const AActor* TestActor) const;
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetRotatePawnToCamera(bool bNewRotatePawnToCamera);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetLockOnTargetStickCoords(const FVector2D& Coords);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetInputYawScale(float InInputYawScale);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetInputPitchScale(float InInputPitchScale);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetFullscreenMapVisible(bool Visible);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetFirstPersonCamera(bool bNewUseFirstPersonCamera);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCrucibleMode(bool bEnable);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCinematicOverrideClass(TSubclassOf<UFortCinematicCamera> OverrideCameraClass);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCinematicModeWithWeapon(bool bInCinematicMode, bool bHidePlayer, bool bHideWeapon, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetBuildingHighlight(const TArray<ABuildingActor*>& TargetedBuildings, TEnumAsByte<EBuildingHighlightType::Type> HighlightType, bool bValidHighlight);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetAutoLevelCamera(bool bShouldLevel);
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetAtNameHomeBaseScreen(bool AtScreen);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerUpgradeBuildingActor(ABuildingActor* BuildingActorToUpgrade, int32 NewUpgradeLevel);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerUpdatePlayerData(const TArray<uint8>& PlayerData);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerUpdateGameplayOptions(const TArray<FString>& UserOptionsKeys, const TArray<FString>& UserOptionsValues);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerUpdateGameDescriptionData(AActor* DataTarget, const FText& GameName, const TArray<FText>& GameDescriptionText);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerUpdateActorOptions(AActor* OptionsTarget, const TArray<FString>& OptionsKeys, const TArray<FString>& OptionsValues);
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|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerUIChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier);
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|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerTriggerGenericObjectiveEvent(AFortObjectiveBase* Objective);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerTriggerCombatEventBatch(const TArray<FFortCombatManagerEvent>& Payload);
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|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerTriggerCombatEvent(EFortCombatEvents TriggeredEvent, float HeatMultiplier);
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|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
|
|
void ServerTouchActiveTime();
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|
|
|
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);
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|
|
|
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);
|
|
|
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UFUNCTION(BlueprintCallable)
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void LocalOnUiChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier);
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protected:
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UFUNCTION(BlueprintCallable)
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void LocalOnBlueprintEdit(ABuildingSMActor* EditedActor);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingTouch() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingHarvestingTool() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingGamepad() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingFirstPersonCamera() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsRequirementsMet(const FFortRequirementsInfo& InRequirements) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsPlayingEmote() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsPersonalVehicleAvailable() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsPersonalVehicleActive() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsNearActiveEncounters() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsInRespawnCountdown() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsInBuildMode() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsInAircraft() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsFullscreenMapVisible() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsCrucibleMode() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsClientTimingOut() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsClientBot() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsBuildToolOverridden() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsActionInputIgnored() const;
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UFUNCTION(BlueprintCallable)
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void HideFullScreenMap();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasPermissionToEditWorld(const ABuildingActor* Building, const FVector& Location, const FRotator& Rotation) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasLockOnTarget() const;
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UFUNCTION(BlueprintCallable)
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void HandleWorldInventoryLocalUpdate();
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UFUNCTION(BlueprintCallable)
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void HandleOutpostInventoryLocalUpdate();
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protected:
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UFUNCTION(BlueprintCallable)
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void HandleHeroLoadoutCommanderChanged();
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UFUNCTION(BlueprintCallable)
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void HandleCurrentHeroLoadoutChanged();
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void GivePlayerAmmo(int32 AmmoCount);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetTimeRemainingForRespawnBP() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetTeamPerkProgressiveActivationLevel() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetStatValue(FName StatName, EStatRecordingPeriod Period) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetRotatePawnToCamera() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortRegisteredPlayerInfo* GetRegisteredPlayerInfo() const;
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UFUNCTION(BlueprintCallable)
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UAthenaCharacterItemDefinition* GetRandomDefaultAthenaCharacterDefinition(UFortMcpProfileAthena* McpAthenaProfile);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortQuestManager* GetQuestManager(ESubGame SubGame) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPlayerPawn* GetPlayerPawn() const;
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UFUNCTION(BlueprintCallable)
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int32 GetNumQuickbarSlots(EFortQuickBars QuickBarType);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortMinigameManager* GetMinigameManager(ESubGame SubGame) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortMcpProfileCampaign* GetMcpCampaignProfile() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ELockOnState GetLockOnState() const;
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UFUNCTION(BlueprintCallable)
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int32 GetItemNumInStackByGuid(FGuid ItemGuid);
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UFUNCTION(BlueprintCallable)
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UFortItem* GetItemInQuickbarSlot(EFortQuickBars QuickBarType, int32 SlotIndex);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FUniqueNetIdRepl GetGameAccountId() const;
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UFUNCTION(BlueprintCallable)
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int32 GetFPSForHUD();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetForceAllowCameraMode() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortCollectionBookManager* GetCollectionBookManager() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ABuildingSMActor* GetBuildPreviewMarker() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortAwardManager* GetAwardManager(ESubGame SubGame) const;
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UFUNCTION(BlueprintCallable)
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bool GetAtNameHomeBaseScreen();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
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AFortAIDirectorDataManager* GetAIDirectorDataManager();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AActor* GetActorUnderReticle() const;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
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int32 GetAccountLevel() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortAccountItem* GetAccountItem(const FString& ID) const;
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UFUNCTION(BlueprintCallable, Client, Unreliable)
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void FortClientPlaySoundAtLocation(USoundBase* Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier);
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UFUNCTION(BlueprintCallable, Client, Unreliable)
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void FortClientPlaySound(USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void ForceCancelBuildingTool();
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protected:
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UFUNCTION(BlueprintCallable)
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void FixupInteractionWidgetsOnUnzoom();
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
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void EnterAircraftClient(AFortAircraft* Aircraft);
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UFUNCTION(BlueprintCallable, Exec)
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void Emote(const FName& AssetName);
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UFUNCTION(BlueprintCallable, Exec)
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void DumpHomebaseRatingInfo() const;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void DropSpecificItem(const UFortItemDefinition* DropItemDef);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void DropAllItems(const UFortItemDefinition* IgnoreItemDef, bool bIgnoreBuildingMaterials);
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UFUNCTION(BlueprintCallable)
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void DeployDefender(ABuildingTrapDefender* DefenderTrap, const UFortDefenderItem* DefenderItem, const FName& DefenderSquadId, const UFortItem* WeaponItem, const int32 AmmoQuantity);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientUpdateServerOnPlayerChangedBuildMode();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientUpdateRichPresence(ERichPresenceStateChange RichPresenceChange, bool bImportant);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientUpdatePlayerList();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientTriggerUIFeedbackEvent(FName EventName);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSwapQuickBarFocus(EFortQuickBars InQuickBar, int32 SlotOverride, bool bForceExecution);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientStopUIFeedbackEvent(FName EventName);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientStayWithParty(bool bStayWithParty);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSpawnWeakSpotOnBuildingActor(FBuildingWeakSpotData ReplicatedWeakSpotData);
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protected:
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UFUNCTION(BlueprintCallable)
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void ClientSideEditPredictionTimedOut();
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSetSpectatorCamera(FVector CameraLocation, FRotator CameraRotation);
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protected:
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UFUNCTION(Client, Reliable)
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void ClientSetInviteFlags(const FJoinabilitySettings& Settings);
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSetActionMappingEnabled(FName ActionName, bool bEnabled);
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protected:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSendMessage(const FText& MESSAGE, USoundBase* StartSound);
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSendConfirmationMessage(const FText& ConfirmationMessage, bool bClientQuitAfterMessage);
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UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
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void ClientRequestReadyCheck(const FText& QueryText, const FText& YesText, const FText& NoText);
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UFUNCTION(BlueprintCallable, Client, Unreliable)
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void ClientReportDamagedResourceBuilding(ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int32 PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientRegisterWithParty();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientRefreshPlayerList();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientReceivePresetTeamChat(const FText& ChatText, FUniqueNetIdRepl SenderID);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientReceivedAttributeSources(FGameplayAttribute Attribute, UFortAbilitySystemComponent* AbilitySystemComponent, const TArray<FAttributeModifierInfo>& Sources);
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UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
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void ClientReadyCheckComplete(bool bPassed);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientPrecacheMediaSource(UMediaPlayer* InMediaPlayer, UMediaSource* InMediaSource);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientPingMinimap(FVector WorldLocation, FLinearColor PingColor);
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protected:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOpenChoiceUI(FChoiceData ChoiceItems);
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnGenericPlayerInitialization();
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UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
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void ClientJoinConsoleSession(const FString& ConsoleSession);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientGivePlayerLocalAccountItem(UFortAccountItemDefinition* ItemDefinition, int32 Count);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientForceWorldInventoryUpdate();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientForceUpdateQuickbar(EFortQuickBars QuickbarToRefresh);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientForceProfileQuery();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientForceCancelBuildingTool();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientFinishedInteractionInZone();
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UFUNCTION(BlueprintCallable, Client, Reliable)
|
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void ClientFailedToBeginEditingBuildingActor(ABuildingSMActor* BuildingActorToStopEditing);
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protected:
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UFUNCTION(BlueprintCallable, Client, Reliable)
|
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void ClientExecuteInventoryItem(FGuid ItemGuid, float Delay, bool bForceExecute, bool bActivateSlotAfterSettingFocused);
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientEquipItem(const FGuid& ItemGuid, bool bForceExecution);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientCreateOrJoinChatRoom(const FString& ChatRoomId);
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UFUNCTION(Client, Reliable)
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void ClientConfirmTargetData(uint16 UniqueId, bool bSuccess, const TArray<uint8>& HitReplaces);
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UFUNCTION(BlueprintCallable, Client, Reliable)
|
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void ClientCancelCrafting();
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UFUNCTION(BlueprintCallable, Client, Reliable)
|
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void ClientBotSetModuleToUse(const FString& PilotCategory, const FString& NewModule, bool bResetNow);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientBotEnqueueCommand(const FString& CommandToEnqueue);
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UFUNCTION(BlueprintCallable, Client, Unreliable)
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void ClientAddScoreNumber(int32 Score, EStatCategory ScoreCategory, const FVector_NetQuantize& ScoreLocation, bool bDisplayScoreOnPlayer);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientActivateSlot(EFortQuickBars InQuickBar, int32 Slot, float ActivateDelay, bool bUpdatePreviousFocusedSlot, bool bForceExecution);
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UFUNCTION(BlueprintCallable, Exec)
|
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void CheatAll(const FString& Msg);
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UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
|
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void Cheat_ForcePlayEmoteItem(const UFortMontageItemDefinitionBase* EmoteAsset);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
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void Cheat_ForceAthenaCosmeticItemInSlot(UFortAccountItemDefinition* CosmeticItem, EAthenaCustomizationCategory Slot, int32 Index);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void Cheat_ClearForcedCosmeticItems();
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UFUNCTION(BlueprintCallable, Exec)
|
|
void Cheat(const FString& Msg);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
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void ChangeActiveVariantForCosmeticItem(FName ItemTemplateToChange, FGameplayTag VariantChannelToChange, FGameplayTag DesiredActiveVariant);
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UFUNCTION(BlueprintCallable, BlueprintPure)
|
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bool CanAlterHostileWalls() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
|
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UFortItem* BP_GetInventoryItemWithGuid(FGuid ItemGuid) const;
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UFUNCTION(BlueprintCallable)
|
|
void BP_FindItemInstancesFromDefinition(const UFortItemDefinition* ItemDefinition, UPARAM(Ref) TArray<UFortItem*>& ItemArray);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortItem* BP_FindExistingItemForDefinition(const UFortItemDefinition* ItemDefinition, bool bInStorageVault) const;
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UFUNCTION(BlueprintCallable)
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void AddItemToQuickBars(UFortItemDefinition* ItemDefinition, EFortQuickBars QuickBarType, int32 SlotIndex);
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// Fix for true pure virtual functions not being implemented
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UFUNCTION()
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uint8 GetTeam() const override PURE_VIRTUAL(GetTeam, return 0;);
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};
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