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

887 lines
34 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/OnlineReplStructs.h"
#include "GameplayTagContainer.h"
#include "EMeshNetworkNodeType.h"
#include "AthenaMatchStats.h"
#include "AthenaMatchTeamStats.h"
#include "AthenaQuickChatActiveEntry.h"
#include "AthenaRewardResult.h"
#include "BuildingEditAnalyticEvent.h"
#include "CreativeIslandData.h"
#include "CreativeIslandInfo.h"
#include "CreativePlotSessionData.h"
#include "CreativePublishOptions.h"
#include "EAthenaGamePhase.h"
#include "EDeathCause.h"
#include "EEndOfMatchReason.h"
#include "FortItemEntry.h"
#include "FortPlayerControllerPvP.h"
#include "FortPlayerDeathReport.h"
#include "FortPlaysetStreamingData.h"
#include "FortUpdatedObjectiveStat.h"
#include "ItemAndCount.h"
#include "OnAircraftStateChangeDelegate.h"
#include "OnCreativePermissionsChangedDelegate.h"
#include "OnCreativePlotLinkedVolumeChangedDelegate.h"
#include "OnInGameLoadScreenChangedDelegate.h"
#include "OnInGameMatchmakingCompleteDelegate.h"
#include "OnItemDropSpawnedDelegate.h"
#include "OnItemDroppedDueToOverflowDelegate.h"
#include "OnLocalPlayerChangedTeamsDelegate.h"
#include "OnPlayerPawnEventDelegate.h"
#include "OnSpectatorStreamingDelegate.h"
#include "OnTalkingPlayersChangedDelegate.h"
#include "OnZebulonDroneChangedDelegate.h"
#include "PartyAssistQuestData.h"
#include "PlayerStateEncryptionKey.h"
#include "ProfileGoScenario.h"
#include "QuickBarData.h"
#include "SettingsHUDVisibilityAndText.h"
#include "Templates/SubclassOf.h"
#include "TimeStampedPhysicsPawnState.h"
#include "FortPlayerControllerAthena.generated.h"
class AActor;
class ACameraActor;
class AFortAthenaCreativePortal;
class AFortBroadcastRemoteClientInfo;
class AFortInventory;
class AFortMinigame;
class AFortPlayerController;
class AFortPlayerMarkerBase;
class AFortPlayerPawn;
class AFortPlayerPawnAthena;
class AFortPlayerStartWarmup;
class AFortPlayerState;
class AFortPlayerStateAthena;
class AFortVolume;
class APawn;
class APhysicsObject;
class UAthenaMarkerComponent;
class UAthenaPlayerMatchReport;
class UAthenaResurrectionComponent;
class UCreativeUserContentManager;
class UFortCreativeRealEstatePlotItemDefinition;
class UFortGamepadSettings;
class UFortHero;
class UFortItemDefinition;
class UFortMiniMapTeamIndicators;
class UFortPlaysetItemDefinition;
class UFortWeaponItemDefinition;
class UFortWorldItemDefinition;
class UInputComponent;
class USoundBase;
UCLASS(Blueprintable, Config=Game)
class FORTNITEGAME_API AFortPlayerControllerAthena : public AFortPlayerControllerPvP {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnIslandMetatdataUpdateComplete, const FString&, Error);
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float FireAbilityToWeaponSwitchTime;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnAircraftStateChange OnAircraftStateChange;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnCreativePermissionsChanged OnCreativePermissionsChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnZebulonDroneChanged OnZebulonDroneChanged;
protected:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnItemDropSpawned OnItemDropSpawned;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnItemDroppedDueToOverflow OnItemDroppedDueToOverflow;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bShouldForceDeleteDroppedItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortWorldItemDefinition* SwappingItemDefinition;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float WinScreenDelayTime;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSkipPlayWinEffects;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowPlayersCreditOnLeave;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float ExitZebulonDroneHoldTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ZebulonDrone, meta=(AllowPrivateAccess=true))
AFortPlayerStateAthena* ZebulonDrone;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bLeaveDisconnectedPawnsInGame;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerPawn* DisconnectedPawn;
protected:
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUseDeferredFireInputs;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bReplicateViewTargetInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ViewTargetInventoryLocalUpdate, meta=(AllowPrivateAccess=true))
AFortInventory* ViewTargetInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bHasHadValidPawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bClientNotifiedOfWin;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bClientNotifiedOfTeamWin;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bClientNotifiedOfLoss;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FString> PlayersTalking;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnTalkingPlayersChanged TalkingPlayersChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bHighlightRecordingEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bPlaceDangerMarkerWhenTargeting;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bDeferringStartRecordingHighlights;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString HighlightGroupId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 CachedHighlightCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float HighlightFirstKillTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 HighlightKillMultiple;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 HighlightDownMultiple;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float HighlightKillCooldown;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float HighlightKillRewindTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RespawnCamera_Time;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RespawnCamera_HoldPositionTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector RespawnCamera_InitialLocOffset_InAir;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector RespawnCamera_InitialLocOffset_OnGround;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRotator RespawnCamera_InitialRotOffset_InAir;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRotator RespawnCamera_InitialRotOffset_OnGround;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
bool bNextRespawnInAir;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FName RespawnCameraBehavior;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaximumNumberOfPawnsToSearchForEmoteMusic;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float PickupSwapHoldTime;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUseNewPickupSwapLogic;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float SpectatorLevelStreamDistance;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float RespawnLevelStreamDistance;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnSpectatorStreaming SpectatorStreamingChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnInGameLoadScreenChanged InGameLoadScreenChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLocalPlayerChangedTeams OnLocalPlayerChangedTeams;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnCreativePlotLinkedVolumeChanged OnCreativePlotLinkedVolumeChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPlayerPawnEvent OnClientLeaveIsland;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ACameraActor* RespawnCameraActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bDelayedTeleporting;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnInGameMatchmakingComplete InGameMatchmakingComplete;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bNoInGameMatchmaking;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioOnExitAircraft;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioOnExitAircraftHornDoppler;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinQuickChatCooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float QuickChatOffCooldownTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
bool bMarkedAlive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CreativeIslands, meta=(AllowPrivateAccess=true))
TArray<FCreativeIslandData> CreativeIslands;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FString LastUsedCreativeIsland;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
bool bIsAllowedToPublish;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FSettingsHUDVisibilityAndText> HUDVisibilityGameplayTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortGamepadSettings> GamepadSettingsAssetPtr;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector MapCursor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MapCursorSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MapCursorSpeedGamepad;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor TeamMemberIndicatorColor;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bRevertPlayerListenerChange;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowNoShadows;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowNoDOF;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bHasSentMatchEndedQuestProgress;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
FQuickBarData QuickBarDefinitions[3];
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PartyAssistedMemberData, meta=(AllowPrivateAccess=true))
TArray<FPartyAssistQuestData> PartyAssistedMemberData;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bEnableBroadcastRemoteClientInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
AFortBroadcastRemoteClientInfo* BroadcastRemoteClientInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortHero* StrongMyHero;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float EndMatchHeartbeatTimerDelay;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
double EndMatchHeartbeatTimestamp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AFortPlayerStartWarmup* WarmupPlayerStart;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* FullScreenMapInputComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* FullScreenScoreboardInputComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInputComponent* CurrentFullscreenInputComponent;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bUseTrapPicker;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MovementCancellableActionLeashLength;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector MovementCancellableActionLeashLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector MovementCancellableActionStartingLeashLocation;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowMovementCancellableActionsWithIceFeet;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float MoveForwardOnlyEmoteCancelBackwardsThreshold;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float MoveForwardOnlyEmoteCancelStrafeThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UAthenaPlayerMatchReport* MatchReport;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UFortMiniMapTeamIndicators> MinimapIndicatorClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AFortPlayerMarkerBase> SquadMarkerActorClass;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 BuildingsCreated;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 BuildingsEdited;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 BuildingsRepaired;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 BuildingsUpgraded;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FBuildingEditAnalyticEvent> BuildingAnalyticsArray;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float TimeStartedTrackingBuildingAnalytics;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CreativePlotLinkedVolume, meta=(AllowPrivateAccess=true))
AFortVolume* CreativePlotLinkedVolume;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FCreativePlotSessionData CreativePlotSessionData;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
AFortAthenaCreativePortal* OwnedPortal;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
TArray<FItemAndCount> CachedPurchasedItems;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
UFortPlaysetItemDefinition* CurrentPlayset;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
float DestructedBuildingInGridTimeoutOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ClientRespawnText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ClientRebootingText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ClientIslandTravelText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText ClientTravelToCreativeHubText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AFortVolume*> VolumesLoading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AFortVolume*> VolumesUnloading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UAthenaMarkerComponent* MarkerComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UAthenaResurrectionComponent* ResurrectionComponent;
private:
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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;
};