mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 19:27:55 +00:00
46 lines
1.5 KiB
C++
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();
|
|
};
|
|
|