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https://github.com/FortniteModdingHub/FNGameProj.git
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69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Curves/CurveFloat.h"
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#include "EFortSoundIndicatorTypes.h"
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#include "FortEmitterCameraLensEffectDirectional.h"
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#include "FortSoundCameraLensEffect.generated.h"
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class AActor;
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class UTexture;
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UCLASS(Blueprintable)
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class AFortSoundCameraLensEffect : public AFortEmitterCameraLensEffectDirectional {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortSoundIndicatorTypes IndicatorType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SnapToSections;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxAudibleDistanceOnSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DistanceToSoundOnSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AActor* InstigatingActor;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTexture* IconOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor TintOverride;
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public:
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AFortSoundCameraLensEffect();
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UFUNCTION(BlueprintCallable)
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void SetType(EFortSoundIndicatorTypes NewType);
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UFUNCTION(BlueprintCallable)
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void SetTintOverride(FLinearColor Color);
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UFUNCTION(BlueprintCallable)
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void SetStrengthCurve(const FRuntimeFloatCurve& Curve);
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UFUNCTION(BlueprintCallable)
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void SetInstigatingActor(const AActor* NewInstigator);
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UFUNCTION(BlueprintCallable)
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void SetIconOverride(UTexture* NewIcon);
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UFUNCTION(BlueprintCallable)
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void SetIcon(UTexture* NewIcon);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEffectTypeChanged();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEffectDeactivated();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEffectActivated();
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};
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