Files
2024-01-21 00:41:14 +01:00

114 lines
4.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerInput.h"
#include "EFortInputActionGroup.h"
#include "EFortMotionYawAxis.h"
#include "FortInputActionGroupContext.h"
#include "FortPlayerInput.generated.h"
class UFortPlayerInputSettings;
UCLASS(Blueprintable, NonTransient, Config=Input)
class FORTNITEGAME_API UFortPlayerInput : public UPlayerInput {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
FString CampaignDefaultKBMPresetName;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
FString AthenaDefaultKBMPresetName;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FString> CampaignKBMResetToDefaultPresetNames;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FString> AthenaKBMResetToDefaultPresetNames;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
FString DefaultGamepadPresetName;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
FString DefaultGamepadPresetNameAthena;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
FString DefaultGamepadPresetNameAthenaMobile;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
FString CustomGamepadPresetNameAthena;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FString> FortPlayerInputSettingsNames;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortMotionYawAxis MotionYawAxis;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bApplyGamepadDownsightsLookScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TargetingMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ScopedMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GamepadTargetingMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GamepadScopedMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GamepadBuildingMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GamepadEditModeMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bInvertedPitchForMotion;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bInvertedYawMobile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MotionTargetingMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MotionScopedMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MotionHarvestingToolMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GamepadMoveStickDeadZone;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GamepadLookStickDeadZone;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UFortPlayerInputSettings*> AllPlayerInputSettings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortPlayerInputSettings* DesiredKBMPlayerInputSettings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortPlayerInputSettings* DesiredGamepadPlayerInputSettings;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FText> InputActionTypeFriendlyNames;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortInputActionGroupContext> InputActionGroupContexts;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<EFortInputActionGroup> InputActionGroupExemptFromAllModesCheck;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bReduceAimAssistWhileScoped;
public:
UFortPlayerInput();
};