mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 12:33:25 +00:00
114 lines
4.5 KiB
C++
114 lines
4.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerInput.h"
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#include "EFortInputActionGroup.h"
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#include "EFortMotionYawAxis.h"
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#include "FortInputActionGroupContext.h"
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#include "FortPlayerInput.generated.h"
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class UFortPlayerInputSettings;
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UCLASS(Blueprintable, NonTransient, Config=Input)
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class FORTNITEGAME_API UFortPlayerInput : public UPlayerInput {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString CampaignDefaultKBMPresetName;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString AthenaDefaultKBMPresetName;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FString> CampaignKBMResetToDefaultPresetNames;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FString> AthenaKBMResetToDefaultPresetNames;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString DefaultGamepadPresetName;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString DefaultGamepadPresetNameAthena;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString DefaultGamepadPresetNameAthenaMobile;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString CustomGamepadPresetNameAthena;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FString> FortPlayerInputSettingsNames;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortMotionYawAxis MotionYawAxis;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bApplyGamepadDownsightsLookScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TargetingMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ScopedMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GamepadTargetingMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GamepadScopedMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GamepadBuildingMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GamepadEditModeMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bInvertedPitchForMotion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bInvertedYawMobile;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MotionTargetingMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MotionScopedMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MotionHarvestingToolMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GamepadMoveStickDeadZone;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GamepadLookStickDeadZone;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UFortPlayerInputSettings*> AllPlayerInputSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortPlayerInputSettings* DesiredKBMPlayerInputSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortPlayerInputSettings* DesiredGamepadPlayerInputSettings;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FText> InputActionTypeFriendlyNames;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortInputActionGroupContext> InputActionGroupContexts;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<EFortInputActionGroup> InputActionGroupExemptFromAllModesCheck;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bReduceAimAssistWhileScoped;
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public:
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UFortPlayerInput();
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};
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