mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
218 lines
7.9 KiB
C++
218 lines
7.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Info.h"
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#include "FortTimeOfDayManager.generated.h"
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/**
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*
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*/
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UCLASS()
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class FORTNITEGAME_API AFortTimeOfDayManager : public AInfo
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{
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GENERATED_BODY()
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public:
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//MISSED OFFSET
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float TimeOfDay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float TimeOfDayReplicated;
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/*
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TEnumAsByte<EFortDayPhase> CurrentDayNightPhase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TEnumAsByte<EFortDayPhase> TransitionFromPhase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TEnumAsByte<EFortDayPhase> TransitionToPhase;
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*/
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// MISSED OFFSET
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float TransitionBlendPercent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DefaultTimeOfDaySpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float StartTimeOfDayInGame;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float TimeOfDaySpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MaxTimeOfDayAccumulationFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float TimeOfDayAccumulator;
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// MISSED OFFSET
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialInterface* BasePostProcessMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialInstanceDynamic* PostProcessMaterialMID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int bHasClonedPPVs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bSkipNight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bTimeStarted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bHeightFogEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool bBaseHeightFogOnAltitude;
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// MISSED OFFSET
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float HeightFogZOffset;
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// MISSED OFFSET
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/*
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<struct FCameraAltitudeAdjustments> AltitudeAdjustments;
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*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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struct FRotator SunriseDirectionalLightRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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struct FRotator SunsetDirectionalLightRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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struct FRotator DirectionalLightRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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struct FRotator SunriseSunObjectRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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struct FRotator SunsetSunObjectRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SunObjectDivergencePower;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float DistanceToSunOrMoon;
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// MISSED OFFSET
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UDirectionalLightComponent* DirectionalLightComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UExponentialHeightFogComponent* ActiveHeightFogComponent;
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/*
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UFortDayPhaseChangeParams* DayPhaseChangeEventParams;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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struct FDayPhaseInfo LightAndFogPhaseSettings;
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*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UPostProcessComponent* MorningPostProcessComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UPostProcessComponent* DayPostProcessComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UPostProcessComponent* EveningPostProcessComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UPostProcessComponent* NightPostProcessComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UPostProcessComponent* DayPhasePostProcessComponent;
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/*
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FExponentialHeightFogValues CurrentTimeOfDayFogValues;
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*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FLinearColor CurrentTimeOfDayDirectionalLightColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialParameterCollection* MaterialParameterCollection;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FVector RainParticleSystemRelativeOffset;
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// MISSED OFFSET
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UStaticMesh* SunMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UStaticMesh* MoonMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<class UMaterialInterface*> SunMaterialOverrides;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<class UMaterialInterface*> MoonMaterialOverrides;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SunScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MoonScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialInterface* StarMapMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialInstance* StormMaterialInst;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UTexture2D* CloudMaskTexture;
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/*
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FExponentialHeightFogValues StormFogValues;
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*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FLinearColor LightningColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FLinearColor StormLightColor;
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//UPROPERTY(BlueprintReadWrite, EditAnywhere)
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//FScriptMulticastDelegate OnDayPhaseChangeEvent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class USkyLightComponent* SkyLightComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UParticleSystemComponent* RainParticleSystemComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UStaticMeshComponent* SunOrMoonMeshComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UStaticMeshComponent* SkyDomeMeshComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UStaticMeshComponent* StarMapMeshComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialInstanceDynamic* ActiveSkyBoxMat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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class UMaterialInstanceDynamic* StarMapMID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float StormStrength;
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// MISSED OFFSET
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};
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