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

44 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "EFortVisibilityBehavior.h"
#include "OnVisibilityChangedDelegate.h"
#include "FortVisibilityComponent.generated.h"
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class FORTNITEGAME_API UFortVisibilityComponent : public UActorComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bRegisterWithVisibilityManager: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bObserver: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bDistanceCheck2D: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bCheckFacing: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bCheckLOS: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bRevealWithMap: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortVisibilityBehavior VisibilityBehavior;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnVisibilityChanged OnVisibilityChangedEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Radius;
public:
UFortVisibilityComponent();
};