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

135 lines
5.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Engine/NetSerialization.h"
#include "Engine/NetSerialization.h"
#include "GameplayTagContainer.h"
#include "Styling/SlateBrush.h"
#include "SpecialActorSingleStatData.h"
#include "SpecialActorRepData.generated.h"
class AActor;
class APlayerState;
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FSpecialActorRepData : public FFastArraySerializerItem {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SpecialActorID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag CategoryTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
AActor* SpecialActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
APlayerState* PlayerState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float ReplicationInterval;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float ReplicationIntervalDeviation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float NextReplicationTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float LastActorNotRelevantTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
bool bActorIsRelevant;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
bool bWasActorRelevantLastUpdate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
FVector CurrentLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float CurrentYaw;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateBrush MainIconBrush;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector2D MinimapScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateBrush CompassIconBrush;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector2D CompassScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bDrawCompassIcon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CurrentHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CurrentShield;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxShield;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText DisplayName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RenderDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float AddedToClientTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
TArray<FSpecialActorSingleStatData> TrackedStats;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float LastLocationReplicationTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float PrevLocationReplicatedTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector_NetQuantize100 LastRepLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
FVector_NetQuantize100 PrevRepLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
FVector LerpStartLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float LastYawReplicationTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float PrevYawReplicatedTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastRepYaw;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float PrevRepYaw;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float LerpStartYaw;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
bool bReplicateHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
bool bReplicateShield;
public:
FSpecialActorRepData();
};