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

44 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Styling/SlateBrush.h"
#include "Fonts/SlateFontInfo.h"
#include "FortHUDElementWidget.h"
#include "AthenaCompassBase.generated.h"
class UAthenaPlayerViewModel;
class UMaterialInstanceDynamic;
UCLASS(Abstract, Blueprintable, EditInlineNew)
class UAthenaCompassBase : public UFortHUDElementWidget {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UMaterialInstanceDynamic* CompassMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateBrush MarkerBrush;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateBrush HeadingIndicatorBrush;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateBrush StormIndicatorBrush;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MarkerVerticalOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UAthenaPlayerViewModel* VM;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateFontInfo HeadingFont;
public:
UAthenaCompassBase();
UFUNCTION(BlueprintCallable)
void BindToModel(UAthenaPlayerViewModel* ViewModel);
};