Files
FNGameProj/Source/FortniteGame/Base/FortTimeOfDayManager.h
T
2022-08-20 04:03:45 +02:00

218 lines
7.9 KiB
C++

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