mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "FortPlaysetStreamingData.h"
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#include "PlaysetLevelStreamComponent.generated.h"
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class UFortPlaysetItemDefinition;
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class ULevelStreamingDynamic;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FORTNITEGAME_API UPlaysetLevelStreamComponent : 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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float MaxStreamInDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAutoLoadLevel: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAllowUnload: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortPlaysetItemDefinition* CurrentPlayset;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ClientPlaysetData, meta=(AllowPrivateAccess=true))
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FFortPlaysetStreamingData ClientPlaysetData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FUniqueNetIdRepl> PlayersWithValidPlaysetData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ULevelStreamingDynamic* StreamedLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName ClientLoadedPackageName;
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public:
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UPlaysetLevelStreamComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SetPlayset(UFortPlaysetItemDefinition* NewPlayset);
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private:
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UFUNCTION(BlueprintCallable)
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void OnRep_ClientPlaysetData();
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UFUNCTION(BlueprintCallable)
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void OnFinishedUnloading();
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UFUNCTION(BlueprintCallable)
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void OnFinishedLoading_Internal();
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UFUNCTION(BlueprintCallable)
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void OnFinishedLoading();
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public:
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UFUNCTION(BlueprintCallable)
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bool IsLoading();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortPlaysetItemDefinition* GetCurrentPlayset() const;
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UFUNCTION(BlueprintCallable)
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void ClearPlayset();
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};
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