#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "Sound/ReverbSettings.h" #include "BiomeEnemyEntry.h" #include "BiomeNoiseItem.h" #include "HeatSource.h" #include "RandRange.h" #include "ResourceSpawner.h" #include "Templates/SubclassOf.h" #include "Biome.generated.h" class AActor; class ADebrisDataActor; class UCaveScriptComponent; class UCritterDescriptor; class UDebrisSet; class UDetailNoise; class UEnemyDescriptor; class UFileMediaSource; class UFloodFillSettings; class ULevelSequence; class UMaterialInstance; class UMissionStat; class UObject; class UParticleSystem; class UPillarSettings; class UReverbEffect; class USoundCue; class UTerrainMaterial; class UTexture2D; class UTunnelSetting; class UUserWidget; UCLASS(Blueprintable) class FSD_API UBiome : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText BiomeName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText BiomeShortName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText BiomeDescription; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FColor BiomeColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 BiomeIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString BiomeAnalyticsIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IsTutorialBiome; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomeMovie; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomePicture; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomeIcon; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomeLargeImage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomeWorldMap; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomeMissionBar; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr BiomeMapWidget; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHeatSource BiomeHeatSource; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandRange DepthRange; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr AtmosphericParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> CaveScriptComponents; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ExtraCaveSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Debris; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr DebrisActor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr PostProcessActorClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterial* RockMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterial* DirtMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterial* BurnedMaterialOverride; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> FlavorMaterials; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray RoomNoises; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* MissionCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* CeilingNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* CeilingDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* WallNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* WallDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* FloorNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* FloorDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* PillarNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* PillarDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPillarSettings* PillarSettings; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray TunnelSettings; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* TunnelCeilingNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* TunnelWallNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* TunnelFloorNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Resources; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Enemies; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray BannedEnemies; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray StationaryEnemies; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Critters; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr AmbientSounds; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Use3DAmbient; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FReverbSettings ReverbSettings; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SmallCaveReverbVolume; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UReverbEffect* SmallCaveReverb; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MediumCaveReverbVolume; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UReverbEffect* MediumCaveReverb; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float LargeCaveReverbVolume; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UReverbEffect* LargeCaveReverb; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr TunnelAmbience; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr BiomeLoaderLevelSequence; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString BiomeLoaderLevelName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Quotes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float PlanetZoneSelectionWeight; public: UBiome(); UFUNCTION(BlueprintCallable, BlueprintPure=false, meta=(WorldContext="WorldContext")) void StartPreload(UObject* WorldContext) const; UFUNCTION(BlueprintCallable, BlueprintPure) UTerrainMaterial* GetRockMaterial() const; UFUNCTION(BlueprintCallable, BlueprintPure) TSoftClassPtr GetPostProcessActorClass_Soft() const; UFUNCTION(BlueprintCallable, BlueprintPure) UMaterialInstance* GetFlavorMaterial() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTerrainMaterial* GetDirtMaterial() const; UFUNCTION(BlueprintCallable, BlueprintPure) TSoftClassPtr GetDebrisActorSoftClass(); UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetBiomeWorldMap() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetBiomePicture() const; UFUNCTION(BlueprintCallable, BlueprintPure) FText GetBiomeName() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetBiomeMissionBar() const; UFUNCTION(BlueprintCallable, BlueprintPure) TSubclassOf GetBiomeMapWidget() const; UFUNCTION(BlueprintCallable, BlueprintPure) TArray GetBiomeMapAssetList() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetBiomeLargeImage() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetBiomeIndex() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetBiomeIcon() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GetBiomeAnalyticsIndex() const; UFUNCTION(BlueprintCallable, BlueprintPure) UParticleSystem* GetAtmosphericParticles() const; UFUNCTION(BlueprintCallable, BlueprintPure) USoundCue* GetAmbientSounds() const; };