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https://github.com/FortniteModdingHub/FNGameProj.git
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43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "FortSplineAudioComponent.generated.h"
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class UAudioComponent;
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class USoundBase;
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class USplineComponent;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FORTNITEGAME_API UFortSplineAudioComponent : public UActorComponent {
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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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USoundBase* ClosestPointSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UpdateFrequencyInaudible;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UpdateFrequencyAudible;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxDistanceOffset;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USplineComponent* Spline;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* AudioAtClosestPoint;
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public:
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UFortSplineAudioComponent();
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UFUNCTION(BlueprintCallable)
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void SetSpline(USplineComponent* NewSpline);
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UFUNCTION(BlueprintCallable)
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UAudioComponent* GetAudioComponent();
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};
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