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

46 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EThirdPersonAutoFollowMode.h"
#include "SpectatorCameraSettings.generated.h"
USTRUCT(BlueprintType)
struct FSpectatorCameraSettings {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bPlayerOutlinesEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bStormEffectsEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SafeZoneOpacity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bRelevancyZoneVisible;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHighQualityFxEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bDamageFxEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EThirdPersonAutoFollowMode ThirdPersonAutoFollowMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ThirdPersonDistanceToSubject;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bThirdPersonCameraCollision;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShareLensSettings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIgnoreJump;
FORTNITEGAME_API FSpectatorCameraSettings();
};