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

45 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "UFortMatchmakingKnobsDataSource.h"
#include "PlaylistUserOptionBase.generated.h"
class UMaterial;
UCLASS(Abstract, Blueprintable)
class FORTNITEGAME_API UPlaylistUserOptionBase : public UDataAsset {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<UObject> OptionScope;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString OptionKey;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText OptionDisplayName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText OptionDescription;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterial* OptionMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bCanHaveNoOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<UFortMatchmakingKnobsDataSource::Type> MenuListType;
UPlaylistUserOptionBase();
UFUNCTION(BlueprintCallable, BlueprintPure)
FString GetOptionValueNameFromValue(const FString& OptionValue) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FString GetOptionKey(bool bWithScoping) const;
};