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