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

69 lines
2.1 KiB
C++

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