mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-03 12:33:39 +00:00
887 lines
34 KiB
C++
887 lines
34 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 "GameFramework/OnlineReplStructs.h"
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#include "GameplayTagContainer.h"
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#include "EMeshNetworkNodeType.h"
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#include "AthenaMatchStats.h"
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#include "AthenaMatchTeamStats.h"
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#include "AthenaQuickChatActiveEntry.h"
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#include "AthenaRewardResult.h"
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#include "BuildingEditAnalyticEvent.h"
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#include "CreativeIslandData.h"
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#include "CreativeIslandInfo.h"
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#include "CreativePlotSessionData.h"
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#include "CreativePublishOptions.h"
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#include "EAthenaGamePhase.h"
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#include "EDeathCause.h"
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#include "EEndOfMatchReason.h"
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#include "FortItemEntry.h"
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#include "FortPlayerControllerPvP.h"
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#include "FortPlayerDeathReport.h"
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#include "FortPlaysetStreamingData.h"
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#include "FortUpdatedObjectiveStat.h"
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#include "ItemAndCount.h"
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#include "OnAircraftStateChangeDelegate.h"
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#include "OnCreativePermissionsChangedDelegate.h"
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#include "OnCreativePlotLinkedVolumeChangedDelegate.h"
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#include "OnInGameLoadScreenChangedDelegate.h"
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#include "OnInGameMatchmakingCompleteDelegate.h"
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#include "OnItemDropSpawnedDelegate.h"
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#include "OnItemDroppedDueToOverflowDelegate.h"
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#include "OnLocalPlayerChangedTeamsDelegate.h"
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#include "OnPlayerPawnEventDelegate.h"
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#include "OnSpectatorStreamingDelegate.h"
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#include "OnTalkingPlayersChangedDelegate.h"
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#include "OnZebulonDroneChangedDelegate.h"
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#include "PartyAssistQuestData.h"
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#include "PlayerStateEncryptionKey.h"
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#include "ProfileGoScenario.h"
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#include "QuickBarData.h"
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#include "SettingsHUDVisibilityAndText.h"
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#include "Templates/SubclassOf.h"
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#include "TimeStampedPhysicsPawnState.h"
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#include "FortPlayerControllerAthena.generated.h"
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class AActor;
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class ACameraActor;
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class AFortAthenaCreativePortal;
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class AFortBroadcastRemoteClientInfo;
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class AFortInventory;
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class AFortMinigame;
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class AFortPlayerController;
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class AFortPlayerMarkerBase;
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class AFortPlayerPawn;
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class AFortPlayerPawnAthena;
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class AFortPlayerStartWarmup;
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class AFortPlayerState;
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class AFortPlayerStateAthena;
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class AFortVolume;
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class APawn;
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class APhysicsObject;
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class UAthenaMarkerComponent;
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class UAthenaPlayerMatchReport;
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class UAthenaResurrectionComponent;
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class UCreativeUserContentManager;
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class UFortCreativeRealEstatePlotItemDefinition;
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class UFortGamepadSettings;
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class UFortHero;
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class UFortItemDefinition;
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class UFortMiniMapTeamIndicators;
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class UFortPlaysetItemDefinition;
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class UFortWeaponItemDefinition;
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class UFortWorldItemDefinition;
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class UInputComponent;
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class USoundBase;
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UCLASS(Blueprintable, Config=Game)
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class FORTNITEGAME_API AFortPlayerControllerAthena : public AFortPlayerControllerPvP {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnIslandMetatdataUpdateComplete, const FString&, Error);
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FireAbilityToWeaponSwitchTime;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnAircraftStateChange OnAircraftStateChange;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCreativePermissionsChanged OnCreativePermissionsChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnZebulonDroneChanged OnZebulonDroneChanged;
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnItemDropSpawned OnItemDropSpawned;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnItemDroppedDueToOverflow OnItemDroppedDueToOverflow;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bShouldForceDeleteDroppedItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortWorldItemDefinition* SwappingItemDefinition;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WinScreenDelayTime;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bSkipPlayWinEffects;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAllowPlayersCreditOnLeave;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ExitZebulonDroneHoldTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ZebulonDrone, meta=(AllowPrivateAccess=true))
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AFortPlayerStateAthena* ZebulonDrone;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bLeaveDisconnectedPawnsInGame;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerPawn* DisconnectedPawn;
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protected:
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bUseDeferredFireInputs;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bReplicateViewTargetInventory;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ViewTargetInventoryLocalUpdate, meta=(AllowPrivateAccess=true))
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AFortInventory* ViewTargetInventory;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bHasHadValidPawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bClientNotifiedOfWin;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bClientNotifiedOfTeamWin;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bClientNotifiedOfLoss;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FString> PlayersTalking;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnTalkingPlayersChanged TalkingPlayersChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bHighlightRecordingEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bPlaceDangerMarkerWhenTargeting;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bDeferringStartRecordingHighlights;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FString HighlightGroupId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 CachedHighlightCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float HighlightFirstKillTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 HighlightKillMultiple;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 HighlightDownMultiple;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HighlightKillCooldown;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HighlightKillRewindTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RespawnCamera_Time;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RespawnCamera_HoldPositionTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector RespawnCamera_InitialLocOffset_InAir;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector RespawnCamera_InitialLocOffset_OnGround;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator RespawnCamera_InitialRotOffset_InAir;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator RespawnCamera_InitialRotOffset_OnGround;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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bool bNextRespawnInAir;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FName RespawnCameraBehavior;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaximumNumberOfPawnsToSearchForEmoteMusic;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PickupSwapHoldTime;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bUseNewPickupSwapLogic;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpectatorLevelStreamDistance;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RespawnLevelStreamDistance;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnSpectatorStreaming SpectatorStreamingChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnInGameLoadScreenChanged InGameLoadScreenChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnLocalPlayerChangedTeams OnLocalPlayerChangedTeams;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCreativePlotLinkedVolumeChanged OnCreativePlotLinkedVolumeChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnPlayerPawnEvent OnClientLeaveIsland;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ACameraActor* RespawnCameraActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bDelayedTeleporting;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnInGameMatchmakingComplete InGameMatchmakingComplete;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bNoInGameMatchmaking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* AudioOnExitAircraft;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* AudioOnExitAircraftHornDoppler;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinQuickChatCooldown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float QuickChatOffCooldownTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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bool bMarkedAlive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CreativeIslands, meta=(AllowPrivateAccess=true))
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TArray<FCreativeIslandData> CreativeIslands;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FString LastUsedCreativeIsland;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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bool bIsAllowedToPublish;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FSettingsHUDVisibilityAndText> HUDVisibilityGameplayTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortGamepadSettings> GamepadSettingsAssetPtr;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector MapCursor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MapCursorSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MapCursorSpeedGamepad;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor TeamMemberIndicatorColor;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bRevertPlayerListenerChange;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAllowNoShadows;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAllowNoDOF;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bHasSentMatchEndedQuestProgress;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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FQuickBarData QuickBarDefinitions[3];
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PartyAssistedMemberData, meta=(AllowPrivateAccess=true))
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TArray<FPartyAssistQuestData> PartyAssistedMemberData;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bEnableBroadcastRemoteClientInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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AFortBroadcastRemoteClientInfo* BroadcastRemoteClientInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortHero* StrongMyHero;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float EndMatchHeartbeatTimerDelay;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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double EndMatchHeartbeatTimestamp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AFortPlayerStartWarmup* WarmupPlayerStart;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInputComponent* FullScreenMapInputComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInputComponent* FullScreenScoreboardInputComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInputComponent* CurrentFullscreenInputComponent;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bUseTrapPicker;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MovementCancellableActionLeashLength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector MovementCancellableActionLeashLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector MovementCancellableActionStartingLeashLocation;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAllowMovementCancellableActionsWithIceFeet;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MoveForwardOnlyEmoteCancelBackwardsThreshold;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MoveForwardOnlyEmoteCancelStrafeThreshold;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UAthenaPlayerMatchReport* MatchReport;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UFortMiniMapTeamIndicators> MinimapIndicatorClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AFortPlayerMarkerBase> SquadMarkerActorClass;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 BuildingsCreated;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 BuildingsEdited;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 BuildingsRepaired;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 BuildingsUpgraded;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FBuildingEditAnalyticEvent> BuildingAnalyticsArray;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float TimeStartedTrackingBuildingAnalytics;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CreativePlotLinkedVolume, meta=(AllowPrivateAccess=true))
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AFortVolume* CreativePlotLinkedVolume;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FCreativePlotSessionData CreativePlotSessionData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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AFortAthenaCreativePortal* OwnedPortal;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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TArray<FItemAndCount> CachedPurchasedItems;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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UFortPlaysetItemDefinition* CurrentPlayset;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DestructedBuildingInGridTimeoutOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ClientRespawnText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ClientRebootingText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ClientIslandTravelText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ClientTravelToCreativeHubText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AFortVolume*> VolumesLoading;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AFortVolume*> VolumesUnloading;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UAthenaMarkerComponent* MarkerComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UAthenaResurrectionComponent* ResurrectionComponent;
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private:
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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double TimeSinceLastCreativeSpawn;
|
|
|
|
public:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool bIgnoreSignifanceBasedCustomDepthRendering;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Replicated, meta=(AllowPrivateAccess=true))
|
|
UCreativeUserContentManager* CreativeUserContentManager;
|
|
|
|
public:
|
|
AFortPlayerControllerAthena();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void WriteCreateBuildingAnalytics();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void UpdateRichPresenceTimer();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void UpdateCreativePlotData(AFortVolume* VolumeToPublish, FCreativeIslandInfo MyInfo);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void TellServer_ClientReceivedPlaysetDataForVolume(FFortPlaysetStreamingData PlaysetData, AFortVolume* Volume);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void StopRecordingHighlights();
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StopAutoPerfCaptureWrapper();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void StopAutoPerfCapture(EAthenaGamePhase GamePhase);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StartRespawnLoading();
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StartAutoPerfCapture(EAthenaGamePhase GamePhase);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void ShowHighlightSummary();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetupClientRespawnTimerAndLocation(FVector RespawnLoc, FRotator RespawnRot, FVector OldPlayerLocation, bool bUsePlaylistFadeTime);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCanStreamBuildingFoundationsIn(bool bCanStream);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerToggleAutoRestartMinigame();
|
|
|
|
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
|
|
void ServerThankBusDriver();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerTeleportToPlaygroundLobbyIsland();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerTeleportToPlaygroundIslandDock();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerStopSavingCreativePlot();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerStartUnloadingVolume(AFortVolume* VolumeToUnload);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerStartMinigame();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerStartLoadingVolume(AFortVolume* VolumeToLoad);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerSpawnCreativeSupplyDrop(FVector Position, TSubclassOf<AActor> InSupplyDropClass);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerSetTeam(uint8 InTeam);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerSetShouldSwapPickup(bool bShouldSwapPickup);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ServerSetRespawnData(FVector RespawnLoc, FRotator RespawnRot, float RespawnCameraDist);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerSetPlayset(UFortPlaysetItemDefinition* NewPlayset);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerSendSquadFriend(AFortPlayerStateAthena* FriendInSquad);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerSaveIslandCheckpoint(AFortAthenaCreativePortal* Portal);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerRestartMinigame();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerRequestNewZebulonDrone();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerReloadCreativePlot();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerReleasePortal();
|
|
|
|
UFUNCTION(BlueprintCallable, Server, Unreliable, WithValidation)
|
|
void ServerPlaySquadQuickChatMessage(FAthenaQuickChatActiveEntry ChatEntry, FUniqueNetIdRepl SenderID);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerLoadPlotForPortalFromMnemonic(AFortAthenaCreativePortal* Portal, const FString& Mnemonic);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerLoadPlotForPortal(AFortAthenaCreativePortal* Portal, const FString& PlotItemId);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerLoadIslandCheckpoint(AFortAthenaCreativePortal* Portal);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerGiveCreativeItem(const FFortItemEntry& CreativeItem);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerGenerateMockMatchReport();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerEndUnloadingVolume(AFortVolume* VolumeToUnload);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerEndMinigame(bool bAbandon);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerEndLoadingVolume(AFortVolume* VolumeToLoad);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerEnableAnonymousMode();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerEnableAnonymousCharacterMode();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerDBNOReviveStarted(AFortPlayerPawnAthena* DBNOPawn);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerDBNOReviveInterrupted(AFortPlayerPawnAthena* DBNOPawn);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerCreateProfileGoCollectionForSublevels(const FString& SublevelSearchString, int32 GridStepsX, int32 GridStepsY, int32 RotationSteps, int32 Quad);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerClientIsReadyToRespawn();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerClearZebulonDrone();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerClaimPortal();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ServerAddToCachedPurchased(UFortItemDefinition* ItemDefinition, int32 Count);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void SendPhysicsBallHitToServer(APhysicsObject* PhysicsObject, const float ClientPing, APawn* HittingPawn, const FVector VelocityOfHitter, const FVector HitNormal, const FTimeStampedPhysicsPawnState ClientBallState);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void SendClientPhysicsBallStateToServer(APhysicsObject* PhysicsObject, const float ClientPing, const FTimeStampedPhysicsPawnState ClientBallState);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void RevokeCreativeTool();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void RestoreCreativePlot(const FString& IslandId);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void RespawnTurnCameraBackOn();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void RespawnPlayerAfterDeath(bool bEnterSkydiving);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void ResetMyCurrentCreativePlot();
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void RecordTeamStats();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void RecordMatchStats();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void PublishCreativePlot(AFortVolume* VolumeToPublish, FCreativePublishOptions MyPublishOptions);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void PrepareClientForRespawning();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void PreLobbyIslandTeleport();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void PostLobbyIslandTeleport(AFortPlayerPawn* PlayerPawn);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void PlayWinEffects(APawn* FinisherPawn, const UFortWeaponItemDefinition* FinishingWeapon, EDeathCause DeathCause, bool bAudioOnly);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_ZebulonDrone();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_ViewTargetInventoryLocalUpdate();
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_PartyAssistedMemberData();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_CreativePlotLinkedVolume();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_CreativeIslands();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnNewGamePhase(EAthenaGamePhase NewPhase);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnGameServerNodeTypeChanged(EMeshNetworkNodeType NewNodeType);
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnCreativeModeEnabledChanged(bool bIsEnabled);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void MultiKillExpired();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void MakeNewCreativePlot(const UFortCreativeRealEstatePlotItemDefinition* PlotType);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsTryToFireRestrictedByTypeCooldowns() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsPlayerRebootingNow() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsPlayerInReadOnlyVolume() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsPlayerInFeaturedVolume() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsPlayerInAVolumeTheyCanCreateIn() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsPlayerInAMinigame() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsClientNotifiedOfWin() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsClientNotifiedOfTeamWin() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsClientNotifiedOfLoss() const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void HighlightNumberReturned(int32 NumHighlights);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void HandlePlayersLeftChanged(int32 NumPlayersLeft);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void GetSquadKills(TArray<int32>& Kills);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FString GetSettingsFilteredPlayerName(const AFortPlayerState* OtherPlayerState) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool GetRevertPlayerListenerChangeFlag() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
void GetPlaysetSize(int32& SizeX, int32& SizeY) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UFortPlaysetItemDefinition* GetPlayset() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FText GetPlaylistGameTypeText() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFortMinigame* GetMinigame() const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
UAthenaPlayerMatchReport* GetMatchReport();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UAthenaMarkerComponent* GetMarkerComponent() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFortVolume* GetCurrentVolumeOrCreativePlotLinkedVolume() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFortVolume* GetCurrentVolume() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UCreativeUserContentManager* GetCreativeUserContentManager() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFortVolume* GetCreativePlotLinkedVolume() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetCachedHighlightCount();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ForceSpectatorToCursorMode();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void FollowSpecialActor();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
|
|
void DestroyCreativePlot(const FString& IslandId);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientStartRespawnPreparation(FVector RespawnLoc, FRotator RespawnRot, float RespawnCameraDist, FName InRespawnCameraBehavior, const FText& HUDReasonText);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSetDeathReport(FFortPlayerDeathReport InDeathReport);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendTeamStatsForPlayer(const FAthenaMatchTeamStats& TeamStats);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendStateEncryptionKey(const FPlayerStateEncryptionKey& Key);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendMatchStatsForPlayer(const FAthenaMatchStats& Stats);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendEndMatchReportHeartbeat();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendEndBattleRoyaleMatchForPlayer(bool bSuccess, const FAthenaRewardResult& Result);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendDebugPoiVolumeData(const FString& PoiVolumes);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientSendDebugPoiLocationTags(const FGameplayTagContainer& InPoiTags);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Unreliable)
|
|
void ClientReceiveSquadQuickChatMessage(FAthenaQuickChatActiveEntry ChatEntry, AFortPlayerController* SenderPC);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientPublishCreativePlotComplete(const FString& ResultErrorCode, const FString& LinkJson);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientNotifyWon(APawn* FinisherPawn, const UFortWeaponItemDefinition* FinishingWeapon, EDeathCause DeathCause);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientNotifyTeamWon(APawn* FinisherPawn, const UFortWeaponItemDefinition* FinishingWeapon, EDeathCause DeathCause);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientNotifyTeamLost();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientNotifyLost(APawn* WinningPawn, EEndOfMatchReason LostReason);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientNotifyAbortRespawn();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientHideScreenWhileRespawning(const FText& HUDReasonText);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientEnterCameraMode();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientCycleQuickBarToCreativeItem(const FGuid& CreativeItemGuid, const UFortWorldItemDefinition* CreativeItemDef);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientBotStopDogpile();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientBotStartDogpile(FVector DogpilePosition);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientAutoEquipFirstItem(FGuid ItemGuid, bool bForceExecution);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientAlertLeaveIsland();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void ClientAddProfileGoCollection(const FString& CollectionName, const TArray<FProfileGoScenario>& NewScenarios);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Unreliable)
|
|
void Client_DisplayQuestUpdate_Self(FFortUpdatedObjectiveStat ObjectiveUpdated);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Unreliable)
|
|
void Client_DisplayQuestUpdate_Assist(FFortUpdatedObjectiveStat ObjectiveUpdated, AFortPlayerState* QuestOwner, const AFortPlayerState* AssistingPlayer);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ClearInventorySpaces(int32 NumSpaces);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ClearDroppableItems();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void CheckIfSafeToTurnOnCamera();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void CheckIfSafeToRespawn();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool CanPlayerCreateInCurrentVolume(AFortVolume*& OutCurrentVolume) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool CanFollowSpecialActor() const;
|
|
|
|
};
|
|
|