mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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86 lines
3.0 KiB
C++
86 lines
3.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CineCameraComponent.h"
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#include "CineCameraComponent.h"
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#include "CineCameraComponent.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "ESpectatorCameraType.h"
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#include "EThirdPersonAutoFollowMode.h"
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#include "SavedSpectatorCameraState.generated.h"
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USTRUCT(BlueprintType)
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struct FSavedSpectatorCameraState {
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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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bool bDataIsValid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ESpectatorCameraType CameraType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUniqueNetIdRepl FollowedPlayerUniqueId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCameraFilmbackSettings FilmbackSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCameraLensSettings LensSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCameraFocusSettings FocusSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentFocalLength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentAperture;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAutoFocus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentFocusDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAutoExposure;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ManualExposureBias;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FTransform Transform;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator ControlRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ThirdPersonNormalizedDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EThirdPersonAutoFollowMode ThirdPersonAutoFollowMode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DroneSpeedIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ReplayPlaybackSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bNamePlatesEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bPlayerOutlinesEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bThirdPersonCamCollide;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bFollowDroneDoTest;
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FORTNITEGAME_API FSavedSpectatorCameraState();
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};
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