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https://github.com/FortniteModdingHub/FNGameProj.git
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75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortUIStateWidget_NUI.h"
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#include "OnCrossplayWidgetClosedDelegate.h"
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#include "Templates/SubclassOf.h"
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#include "FortUIStateWidget_Frontend.generated.h"
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class UEnableMultiFactorModal;
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class UFortGiftBoxItem;
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class UFortItemReceivedScreen;
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UCLASS(Blueprintable, EditInlineNew)
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class UFortUIStateWidget_Frontend : public UFortUIStateWidget_NUI {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCrossplayWidgetClosed OnCrossplayWidgetClosed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bVideoActive;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortGiftBoxItem* NextGiftBox;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UFortItemReceivedScreen> ItemReceivedScreenClass;
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public:
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UFortUIStateWidget_Frontend();
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private:
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UFUNCTION(BlueprintCallable)
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void TryMFAModal(TSubclassOf<UEnableMultiFactorModal> BPClass);
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protected:
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UFUNCTION(BlueprintCallable)
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bool ShowInitialCrossplayDialog();
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UFUNCTION(BlueprintCallable)
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void SetVideoActive(bool bActive);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnMatchmakingV2Changed(bool matchmakingActive);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool NeedSeeTrailerMovie(bool bAllowUpdate) const;
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UFUNCTION(BlueprintCallable)
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void MarkTrailerMovieSeenByIndex(int32 IndexOfMovieToMarkSeen);
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UFUNCTION(BlueprintCallable)
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bool IsOkToCheckForGifts(bool& bTemporary);
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UFUNCTION(BlueprintCallable)
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void HandleGiftingComplete();
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UFUNCTION(BlueprintCallable)
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void HandleGiftBoxRemoved(bool bSuccess);
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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bool GetTrailerMovieIndexThatNeedsToBeShownForQuest(int32& IndexOfMovieToShow) const;
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UFUNCTION(BlueprintCallable)
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bool CheckForGifts();
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UFUNCTION(BlueprintCallable)
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void CheckBanStatus(bool bBanned);
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UFUNCTION(BlueprintCallable)
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bool AttemptToOpenBattlePassTabForNewSeason();
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};
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