#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "UDLSSMode.h" #include "GameFramework/GameUserSettings.h" #include "GameFramework/GameUserSettings.h" #include "Rendering/RenderingCommon.h" #include "BoolConfigChangedDelegate.h" #include "CharacterOptions.h" #include "ChatFontSizeChangedDelegate.h" #include "ColorVisionDeficiencyDelegateDelegate.h" #include "ColorVisionDeficiencySettings.h" #include "ControllerSettings.h" #include "CustomKeyBinding.h" #include "CustomKeyBindingsChangedDelegate.h" #include "DelegateDelegate.h" #include "EConsoleGraphicsMode.h" #include "EFSDInputSource.h" #include "ENVidiaReflexMode.h" #include "ESaveSlotChangeProcedure.h" #include "ESteamSearchRegion.h" #include "ETurn180Mode.h" #include "EVolumeType.h" #include "FloatConfigChangedDelegate.h" #include "HUDElements.h" #include "InputSourceChangedSignatureDelegate.h" #include "Int32ConfigChangedDelegate.h" #include "LanguageChangedDelegate.h" #include "ModdingSettingsChangedDelegate.h" #include "ModdingUISettings.h" #include "StringConfigChangedDelegate.h" #include "FSDGameUserSettings.generated.h" class APlayerController; class UDifficultySetting; class UFSDGameUserSettings; class UObject; class USoundClass; UCLASS(Blueprintable) class UFSDGameUserSettings : public UGameUserSettings { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDelegate OnSettingsChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnUseHoldToRunChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFloatConfigChanged OnFOVChanged; UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FLanguageChanged OnLanguageChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FStringConfigChanged OnGameServerNameChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FChatFontSizeChanged OnFontSizeChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnJukeboxStreamerModeChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bJukeboxStreamerMode; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bGraphicSettingsChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FString CurrentUserSetSaveSlotName; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnCanShowBloodChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap NamedBoolSettings; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FModdingUISettings ModdingUISettings; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FColorVisionDeficiencyDelegate OnColorVisionDeficiencySettingsChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FColorVisionDeficiencySettings ColorVisionDeficiency; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 ServerSearchRegion; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ServerSearchPasswordRequired; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FModdingSettingsChanged OnModdingSettingsChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float volumeCharacterVoice; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float volumeMissionControl; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float volumeMaster; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float volumeSFX; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float volumeMusic; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FString CurrentAudioOutputDeviceId; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseDefaultAudioOutputDevice; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float Sharpening; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AntiAliasingType; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool TemporalAAUpsamplingEnabled; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float volumeVoice; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 UpscalingType; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AmdFsrMode; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AmdFsr2Mode; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float AmdFsrSharpness; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float AmdFsr2Sharpness; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) UDLSSMode NvidiaDlssMode; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float NvidiaDlssSharpness; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float FSDResolutionScale; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) ENVidiaReflexMode ReflexMode; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassCharacterVoices; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassMissionControl; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassMaster; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassSFX; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassUI; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassMusic; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundClass* soundClassVoice; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 ChatFontSize; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bUseVoiceChat; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bUsePushToTalk; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FString LocalGameServerName; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FString LocalGameServerNameFiltered; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AppearOffline; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AutoRefreshServerlist; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float MouseXSensitivity; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float MouseYSensitivity; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseSeperateSensetivity; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool InvertMouse; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool InvertScroolWheel; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseHoldToRun; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseToggleLaserpointer; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float FOV; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float HeadbobbingScale; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float CameraShakeScale; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float ChatFadeTime; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseStreamerProgram; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool SoundOnChatMessage; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool PhotosensitiveMode; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ShowUIAnimations; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseProfanityFilter; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float ForceFeedbackScale; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool InvertFlightControls; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool EnableDx12ByDefault; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float HDRColorGamma; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) EConsoleGraphicsMode ConsoleGraphicsMode; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float StaticResoultionScale; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseManuelGrahpicsMode; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FHUDElements HUDElements; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterOptions CharacterOptions; protected: UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float DownedTurnDirection_Controller; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float DownedTurnDirection_Mouse; public: UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) float UIDPIScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool EnableCustomUIScale; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FInputSourceChangedSignature OnInputSourceChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CheckCursorOutOfBounds; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnEnableTutorialHintsChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnShowFPSChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FInt32ConfigChanged OnShowNetInfoLevelChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnDx12Enabled; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FIntPoint ResolutionToBeApplied; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool VSyncToBeApplied; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool Dx12ToBeApplied; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TEnumAsByte InFullscreenModeToBeApplied; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool InFullscreenModeToBeAppliedValid; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool VSyncToBeAppliedValid; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool Dx12ToBeAppliedValid; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ResolutionToBeAppliedValid; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool EscMenuActive; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bShowUpgradeExtraDetails; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FBoolConfigChanged OnShowUpgradeExtraDetailsChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCustomKeyBindingsChanged OnCustomKeyBindingsChanged; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 LastNiagaraShaderVerions; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool HasKeyboardBeenConnected; protected: UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) EFSDInputSource CurrentInputSource; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EFSDInputSource RequestedInputSource; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray CustomKeyBindings; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray CustomControllerBindings; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool SwapControllerThumbsticks; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bTutorialHintsEnabled; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bShowSubtitles; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bShowFPS; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 ShowNetInfoLevel; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bCanShowBlood; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool PreventLatejoinCharacterDuplication; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) bool TranslatorDebugModeEnabled; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FString PreviousCulture; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FControllerSettings ControllerSettings; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SelectedDifficultyLevels; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray DifficultyLevelsAddedByDefault; public: UFSDGameUserSettings(); UFUNCTION(BlueprintCallable) void UpdateVolumeSettings(USoundClass* CharacterVoices, USoundClass* MissionControl, USoundClass* Master, USoundClass* Music, USoundClass* SFX, USoundClass* UI, USoundClass* Voice); UFUNCTION(BlueprintCallable) void UpdateForceFeedbackScaleOnController(APlayerController* Controller); UFUNCTION(BlueprintCallable) bool ToggleTranslatorDebugMode(); UFUNCTION(BlueprintCallable) bool ToggleShowUpgradeExtraDetails(); UFUNCTION(BlueprintCallable) void ToggleModdingServerFilter(uint8 ServerFilter, bool Enable); UFUNCTION(BlueprintCallable) void SetZiplineGunAutoSwitch(bool shouldAutoSwitch); UFUNCTION(BlueprintCallable) void SetVSyncEnabledToBeApplied(bool bEnable); UFUNCTION(BlueprintCallable) void SetVolume(EVolumeType volumeType, float Volume); UFUNCTION(BlueprintCallable) void SetVoiceChatEnabled(bool bEnable); UFUNCTION(BlueprintCallable) void SetUseToggleTerrainScanner(bool useToggleTerrainScanner); UFUNCTION(BlueprintCallable) void SetUseToggleLaserpointer(bool NewUseToggleLaserpointer); UFUNCTION(BlueprintCallable) void SetUseStreamerProgram(bool NewUseStreamerProgram); UFUNCTION(BlueprintCallable) void SetUseSeparateSensitivity(bool newSetting); UFUNCTION(BlueprintCallable) void SetUseProfanityFilter(bool shouldUse); UFUNCTION(BlueprintCallable) void SetUseManualGraphicsMode(bool bEnabled); UFUNCTION(BlueprintCallable) void SetUseHoldToRun(bool NewUseHoldToRun); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) void SetUseDefaultAudioOutputDevice(UObject* WorldContextObject, bool UseDefault); UFUNCTION(BlueprintCallable) void SetUseCustomUIScale(bool UseCustomScale); UFUNCTION(BlueprintCallable) void SetUpscalingType(int32 Type); UFUNCTION(BlueprintCallable) void SetUIDPIScale(float uiscale); UFUNCTION(BlueprintCallable) void SetTutorialHintsEnabled(bool Enabled); UFUNCTION(BlueprintCallable) void SetTurn180Mode(ETurn180Mode InMode); UFUNCTION(BlueprintCallable) void SetTemporalAAUpscalingEnabled(bool bEnable); UFUNCTION(BlueprintCallable) void SetSwapControllerThumbsticks(bool InSwapThumbsticks); UFUNCTION(BlueprintCallable) void SetSteamSearchRegion(ESteamSearchRegion InRegion); UFUNCTION(BlueprintCallable) void SetStaticResolutionScale(float percentage); UFUNCTION(BlueprintCallable) void SetShowUIAnimations(bool shouldShow); UFUNCTION(BlueprintCallable) void SetShowSubtitles(bool Show); UFUNCTION(BlueprintCallable) void SetShowSandboxLabel(bool InShowLabel); UFUNCTION(BlueprintCallable) void SetShowNetInfoLevel(int32 Level); UFUNCTION(BlueprintCallable) void SetShowFPS(bool Visible); UFUNCTION(BlueprintCallable) void SetSharpening(float NewSharpening); UFUNCTION(BlueprintCallable) void SetServerSearchPasswordRequired(bool InPasswordRequired); UFUNCTION(BlueprintCallable) void SetScreenResolutionToBeApplied(FIntPoint Resolution); UFUNCTION(BlueprintCallable) void SetReflexMode(ENVidiaReflexMode NewReflexMode); UFUNCTION(BlueprintCallable) void SetPushToTalk(bool bEnable); UFUNCTION(BlueprintCallable) void SetPreviousItemEnabledOnController(bool InEnabled); UFUNCTION(BlueprintCallable) void SetPreventLatejoinCharacterDuplication(bool prevent); UFUNCTION(BlueprintCallable) void SetPlaySoundOnChatMessage(bool playSoundOnMessage); UFUNCTION(BlueprintCallable) void SetPhotosensitiveMode(bool modeOn); UFUNCTION(BlueprintCallable) void SetNvidiaDlssSharpness(float Sharpness); UFUNCTION(BlueprintCallable) void SetNvidiaDlssMode(UDLSSMode Mode); UFUNCTION(BlueprintCallable) void SetMouseYSensitivity(float newSensitivity); UFUNCTION(BlueprintCallable) void SetMouseXSensitivity(float newSensitivity); UFUNCTION(BlueprintCallable) void SetModdingSortBy(uint8 SortField, bool SortAscending); UFUNCTION(BlueprintCallable) void SetJukeboxStreamerMode(bool InStreamerMode); UFUNCTION(BlueprintCallable) void SetInvertMouseWheel(bool invertMouseWheel); UFUNCTION(BlueprintCallable) void SetInvertMouse(bool NewInvertMouse); UFUNCTION(BlueprintCallable) void SetInvertFlightControls(bool Invert); UFUNCTION(BlueprintCallable) void SetInputSource(EFSDInputSource NewSource); UFUNCTION(BlueprintCallable) void SetHoldToFire(bool HoldToFire); UFUNCTION(BlueprintCallable) void SetHoldToBreakImmobilization(bool holdToBreak); UFUNCTION(BlueprintCallable) void SetHeadBobbingScale(float NewHeadbobbingScale); UFUNCTION(BlueprintCallable) void SetHDRColorGamma(float Gamma); UFUNCTION(BlueprintCallable) void SetGrapplingHookAutoSwitch(bool shouldAutoSwitch); UFUNCTION(BlueprintCallable) void SetGamma(float gamme); UFUNCTION(BlueprintCallable) void SetGameServerName(const int32 localUserNum, const FString& Name); UFUNCTION(BlueprintCallable) void SetFullscreenModeToBeApplied(TEnumAsByte InFullscreenMode); UFUNCTION(BlueprintCallable) void SetFOV(float NewFOV); UFUNCTION(BlueprintCallable) void SetForceFeedbackScale(float Scale); UFUNCTION(BlueprintCallable) void SetDx12EnabledToBeApplied(bool bEnable); UFUNCTION(BlueprintCallable) void SetDownCameraTurnDirection(EFSDInputSource InputSource, float InDirection); UFUNCTION(BlueprintCallable) void SetDisableMasterEQ(bool B); protected: UFUNCTION(BlueprintCallable) void SetDifficultySelected(UDifficultySetting* Difficulty, bool IsSelected); public: UFUNCTION(BlueprintCallable) void SetDebugLocalizerMode(bool bEnable); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) void SetCurrentUserSaveSlotName(UObject* WorldContextObject, const FString& saveSlotName, ESaveSlotChangeProcedure changeProcedure); UFUNCTION(BlueprintCallable) void SetConsoleGraphicsMode(EConsoleGraphicsMode Mode); UFUNCTION(BlueprintCallable) void SetColorVisionDeficiency(EColorVisionDeficiency InType, float InSeverity); UFUNCTION(BlueprintCallable) void SetCheckForOutOfBoundsEnabled(bool Enabled); UFUNCTION(BlueprintCallable) void SetChatFontSize(int32 inFontSize); UFUNCTION(BlueprintCallable) void SetChatFadeTime(float FadeTime); UFUNCTION(BlueprintCallable) void SetChatEnabledOnController(bool InEnabled); UFUNCTION(BlueprintCallable) void SetCanShowBlood(bool bloodAllowed); UFUNCTION(BlueprintCallable) void SetCameraShakeScale(float NewCameraShakeScale); UFUNCTION(BlueprintCallable) void SetAutoRefreshServerlist(bool Value); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) bool SetAudioOutputDevice(UObject* WorldContextObject, const FString& DeviceID); UFUNCTION(BlueprintCallable) bool SetAudioInputDevice(const FString& DeviceName); UFUNCTION(BlueprintCallable) void SetAppearOffline(bool bEnable); UFUNCTION(BlueprintCallable) void SetAntiAliasingType(int32 NewAntiAliasingType); UFUNCTION(BlueprintCallable) void SetAMDFSRSharpness(float Sharpness); UFUNCTION(BlueprintCallable) void SetAMDFSRMode(int32 Mode); UFUNCTION(BlueprintCallable) void SetAMDFSR2Sharpness(float Sharpness); UFUNCTION(BlueprintCallable) void SetAMDFSR2Mode(int32 Mode); UFUNCTION(BlueprintCallable) void SetAimSensitivity(float NewValue); UFUNCTION(BlueprintCallable) void SetAimOuterAcceleration(float NewValue); UFUNCTION(BlueprintCallable) void SetAimDeadZone(float NewValue); UFUNCTION(BlueprintCallable) void ResetGraphicsChanges(); UFUNCTION(BlueprintCallable) void ResetControllerSettings(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) void PostInitFSDUserSettings(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsVoiceChatEnabled() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsUpscalingTypeSupported(int32 Type) const; UFUNCTION(BlueprintCallable, BlueprintPure) static bool IsNvReflexAvailable(); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsManaulGraphicsModeAvailable(); protected: UFUNCTION(BlueprintCallable) bool IsDx12Enabled(); public: UFUNCTION(BlueprintCallable, BlueprintPure) bool IsDebugLocalizerModeEnabled() const; UFUNCTION(BlueprintCallable, BlueprintPure) static bool IsCurrentInputSource(EFSDInputSource InputSource); protected: UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) void InitializeDifficultySelection(UObject* WorldContext, const TArray StartSelection); public: UFUNCTION(BlueprintCallable, BlueprintPure) bool HasAudioOutputDeviceChanged(FString& AudioDeviceChangedTo); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetZiplineGunAutoSwitch() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetVSyncEnabledToBeApplied(); UFUNCTION(BlueprintCallable, BlueprintPure) float GetVolume(EVolumeType volumeType); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseToggleTerrainScanner() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseToggleLaserpointer() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseStreamerProgram() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseSeparateSensitivity() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseProfanityFilter() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseManualGraphicsMode(); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseHoldToRun() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseDefaultAudioOutputDevice() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetUseCustomUIScale(); UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetUpscalingType() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetUIDPIScale() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetTutorialHintsEnabled() const; UFUNCTION(BlueprintCallable, BlueprintPure) ETurn180Mode GetTurn180Mode() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetTemporalAAUpscalingEnabled() const; UFUNCTION(BlueprintCallable, BlueprintPure) ESteamSearchRegion GetSteamSearchRegion() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetStaticResolutionScale(); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetShowUIAnimations() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetShowSubtitles() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetShowSandboxLabel() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetShowNetInfoLevel() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetShowFPS() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetSharpening() const; UFUNCTION(BlueprintCallable, BlueprintPure) FIntPoint GetScreenResolutionToBeApplied(); UFUNCTION(BlueprintCallable, BlueprintPure) ENVidiaReflexMode GetReflexMode() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetPushToTalk() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetPreviousItemEnabledOnController() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetPreventLatejoinCharacterDuplication() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetPlaySoundOnChatMessage() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetPhotosensitiveMode() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetNvidiaDlssSharpness() const; UFUNCTION(BlueprintCallable, BlueprintPure) UDLSSMode GetNvidiaDlssMode() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetMouseYSensitivity() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetMouseXSensitivity() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetModdingServerFilterEnabled(uint8 ServerFilter); protected: UFUNCTION(BlueprintCallable, BlueprintPure) bool GetIsDifficultySelected(UDifficultySetting* Difficulty) const; public: UFUNCTION(BlueprintCallable, BlueprintPure) bool GetInvertMouseWheel() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetInvertMouse() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetInvertFlightControls() const; UFUNCTION(BlueprintCallable, BlueprintPure) static EFSDInputSource GetInputSource(); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetHoldToFire() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetHoldToBreakImmobilization() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetHeadBobbingScale() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetHDRColorGamma(); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetGrapplingHookAutoSwitch() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetGamma() const; UFUNCTION(BlueprintCallable, BlueprintPure) TEnumAsByte GetFullscreenModeToBeApplied(); UFUNCTION(BlueprintCallable, BlueprintPure) static UFSDGameUserSettings* GetFSDGameUserSettings(); UFUNCTION(BlueprintCallable, BlueprintPure) float GetFOV() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetForceFeedbackScale() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetDx12EnabledToBeApplied(); UFUNCTION(BlueprintCallable, BlueprintPure) float GetDownCameraTurnDirection(EFSDInputSource InputSource) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetDisableMasterEQ(); UFUNCTION(BlueprintCallable, BlueprintPure) FString GetCurrentUserSaveSlotName(); UFUNCTION(BlueprintCallable, BlueprintPure) EFSDInputSource GetCurrentInputSource(); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) bool GetCurrentAudioOutputDevice(UObject* WorldContextObject, FString& AudioDevice); UFUNCTION(BlueprintCallable, BlueprintPure) FString GetCurrentAudioInputDeviceName(); UFUNCTION(BlueprintCallable, BlueprintPure) float GetCurrentAudioInputDeviceAmplitude(int32 localUserId); UFUNCTION(BlueprintCallable, BlueprintPure) EConsoleGraphicsMode GetConsoleGraphicsMode(); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetCheckForOutOfBounds(); UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetChatFontSize() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetChatFadeTime() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetChatEnabledOnController() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetCameraShakeScale() const; UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) bool GetAvaliableAudioOutputDevices(UObject* WorldContextObject, TArray& AudioDevices); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetAvaliableAudioInputDevices(TArray& AudioDevices); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetAvailableScreenResolutionsForNonPrimaryMonitors(TArray& Resolutions); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetAutoRefreshServerlist() const; UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) FString GetAudioOutputDeviceName(UObject* WorldContextObject, const FString& DeviceID); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetAppearOffline(); UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetAntiAliasingType() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetAMDFSRSharpness() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetAMDFSRMode() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetAMDFSR2Sharpness() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetAMDFSR2Mode() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetAimSensitivity() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetAimOuterAcceleration() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetAimDeadZone() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GameServerNameFiltered() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GameServerName() const; UFUNCTION(BlueprintCallable) void FSDSetResolutionScale(float NewScaleNormalized); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static bool FSDSetCurrentLanguage(UObject* WorldContextObject, const FString& Culture); UFUNCTION(BlueprintCallable) static UFSDGameUserSettings* FSDGameUserSettings(); UFUNCTION(BlueprintCallable, BlueprintPure) bool ConsoleGraphicsModeAvailable(EConsoleGraphicsMode Mode); UFUNCTION(BlueprintCallable) void ClearCustomKeyBindings(bool InGamepadKeys); UFUNCTION(BlueprintCallable, BlueprintPure) bool CanShowBlood() const; UFUNCTION(BlueprintCallable) void ApplyGraphicsChanges(); UFUNCTION(BlueprintCallable) void ApplyConsoleGraphicsMode(); };