mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 19:27:55 +00:00
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "FortActorIndicatorInterface.h"
|
|
#include "FortHUDElementWidget.h"
|
|
#include "FortActorIndicatorWidget.generated.h"
|
|
|
|
class AActor;
|
|
class UPrimitiveComponent;
|
|
|
|
UCLASS(Blueprintable, EditInlineNew)
|
|
class UFortActorIndicatorWidget : public UFortHUDElementWidget, public IFortActorIndicatorInterface {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
AActor* IndicatedActor;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
UPrimitiveComponent* IndicatedActorComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FVector RelativeLocation;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxDistance;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool bClampOnScreen;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool bShowClampToScreenArrow;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool bUseScreenSpacePosition;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FVector2D ScreenSpaceRelativeOffset;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 ScreenPriority;
|
|
|
|
public:
|
|
UFortActorIndicatorWidget();
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
};
|
|
|