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https://github.com/FortniteModdingHub/FNGameProj.git
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69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "ELayoutPropertyType.h"
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#include "HUDLayoutToolPropertyWidget.generated.h"
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class UAnalogSlider;
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class UCommonTextBlock;
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class UHUDLayoutToolPlacementWidget;
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UCLASS(Blueprintable, EditInlineNew)
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class UHUDLayoutToolPropertyWidget : public UCommonUserWidget {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UAnalogSlider* MySlider;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCommonTextBlock* Text_PropertyName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCommonTextBlock* Text_PropertyValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PropertyIndex;
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UPROPERTY(EditAnywhere, Export, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UHUDLayoutToolPlacementWidget> CurrentWidget;
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public:
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UHUDLayoutToolPropertyWidget();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void SetPropertyType(ELayoutPropertyType NewPropertyType);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void SetBoolValue(bool bNewValue);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void RefreshProperties();
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UFUNCTION(BlueprintCallable)
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void OnWidgetSelected(UHUDLayoutToolPlacementWidget* NewlySelectedWidget);
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UFUNCTION(BlueprintCallable)
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void OnNewSliderValue(float NormalizedValue);
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UFUNCTION(BlueprintCallable)
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void OnNewRotatorValue(int32 NormalizedValue);
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UFUNCTION(BlueprintCallable)
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void OnNewBoolValue(bool bNewValue);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<FText> GetRotatorLabels() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetCurrentValueAsInt() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetCurrentValueAsBool() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetCurrentValue() const;
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};
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