#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "GameFramework/SaveGame.h" #include "AchievementSave.h" #include "CampaignSave.h" #include "CharacterPerksSave.h" #include "CharacterSave.h" #include "ConsoleOptionsInSaveGame.h" #include "DeepDiveSave.h" #include "DrinkSave.h" #include "EFSDFaction.h" #include "EItemCategory.h" #include "ESonyControllerLightMode.h" #include "ESonyControllerMotionMapping.h" #include "ESonyInputSettingsBools.h" #include "ESonyInputSettingsFloats.h" #include "EventRewardSave.h" #include "FSDEventRewardsSave.h" #include "ForgingSave.h" #include "GDKWinOptionsInSaveGame.h" #include "GameDLCSave.h" #include "ItemNotificationInfo.h" #include "ItemUINotifications.h" #include "JettyBootsSave.h" #include "MilestoneSave.h" #include "MissionStatSave.h" #include "OptionsInSaveGame.h" #include "PerkClaimsSave.h" #include "PromotionRewardsSave.h" #include "ResourcesSave.h" #include "SchematicSave.h" #include "SeasonSave.h" #include "SkinList.h" #include "SonyInputSettings.h" #include "Templates/SubclassOf.h" #include "UnLockedMissionParameters.h" #include "UpgradeLoadout.h" #include "VanityMasteryResult.h" #include "VanityMasterySave.h" #include "WatchedTutorial.h" #include "FSDSaveGame.generated.h" class AActor; class APlayerCharacter; class UFSDGameInstance; class UFSDSaveGame; class UItemID; class UItemSkin; class UObject; class UPlayerCharacterID; class UResourceData; class UVanityItem; UCLASS(Blueprintable) class FSD_API UFSDSaveGame : public USaveGame { GENERATED_BODY() public: DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTutorialsResetDelegate); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSkinSignature, UItemSkin*, Skin, UItemID*, ItemID); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRetirementSignature, TSubclassOf, CharacterClass, int32, RetirementCount); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FResourceAmountChangedDelegate, UResourceData*, Resource, float, currentAmount); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPlayerProgressChangedSignature, int32, Rank, int32, Stars); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPersonalMatricsChangedSignature, bool, AllowPersonalMetrics); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPerkPointsChangedSignature, int32, PerkPoints, int32, Change); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FItemUnlockedDelegate); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FItemUINotificationDelegate); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FForgingXPDelegate, float, XP); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCreditsChangedSignature, int32, Credits); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCraftingMasteryChanged, FVanityMasteryResult, Result); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCharacterSignature, TSubclassOf, CharacterClass); DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCharacterProgressChangedSignature, TSubclassOf, CharacterClass, int32, Level, float, Progress); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAnonymousMatricsChangedSignature, bool, AllowAnonymousMetrics); UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FCreditsChangedSignature OnCreditsChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FCharacterProgressChangedSignature OnCharacterSaveChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FCharacterSignature OnCharacterCanRetire; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FRetirementSignature OnCharacterRetired; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FPlayerProgressChangedSignature OnPlayerProgressChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FTutorialsResetDelegate OnTutorialsReset; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FPersonalMatricsChangedSignature OnPersonalMetricsChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FAnonymousMatricsChangedSignature OnAnonymousMetricsChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FItemUnlockedDelegate OnItemUnlocked; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FItemUnlockedDelegate OnItemPurchased; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FItemUINotificationDelegate OnItemUINotificationChange; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 VersionNumber; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bMilestoneResetShown; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bYearTwoGiftClaimed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FForgingXPDelegate OnForgingXPChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FResourceAmountChangedDelegate OnResourceAmountChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FSkinSignature OnSkinUnlocked; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDateTime SaveSlotTimeStamp; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FPerkPointsChangedSignature OnPerkPointsChanged; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FMissionStatSave MissionStatsSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FMilestoneSave Milestones; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FPerkClaimsSave OwnedPerks; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterPerksSave EquippedPerks; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FAchievementSave AchievementSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray EquippedPerkLoadouts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterPerksSave RandomEquippedPerkLoadout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVanityMasterySave VanityMasterySave; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCraftingMasteryChanged OnVanityMasteryChanged; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FJettyBootsSave JettyBootsSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSchematicSave SchematicSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FPromotionRewardsSave PromotionRewardsSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFSDEventRewardsSave FSDEventRewardsSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSeasonSave SeasonSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameDLCSave GameDLCSave; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 SaveCreatedInPatch; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString AnonymousID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PerkPoints; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasRecievedDiscordReward; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EFSDFaction Faction; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnLockedMissions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap UnLockedMissionParameters; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnLockedPlanetZones; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCampaignSave CampaignSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDeepDiveSave DeepDiveSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray CharacterSaves; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Credits; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 LastBoughtDailyDealSeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FForgingSave Forging; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDrinkSave Drinks; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray ItemUpgradeLoadouts; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bIgnoreRandomLoadout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PurchasedItemUpgrades; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnlockedItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray OwnedItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap EnemiesKilled; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap ItemsWithNotification; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap UnlockedItemSkins; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSet UnlockedPickaxeParts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnLockedVanityItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnLockedVanityItemIDs; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray HiddenUICategories; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 LastCollectedCommunityRewardPeriodID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSet MinersManualKnownObjects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FEventRewardSave EventRewardSave; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FItemUINotifications ItemUINotifications; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString RejoinSessionId; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool FirstRejoinAttempt; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HaveItemUpgradesBeenFixed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bHasOpenedDeepDiveTerminal; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FResourcesSave Resources; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool FirstSession; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray WatchedTutorials; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FConsoleOptionsInSaveGame ConsoleOptions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGDKWinOptionsInSaveGame WinGDKOptions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOptionsInSaveGame WindowsOptions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasCompletedTutorial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasPlayedTutorial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ShowHowToRestartTutorialPrompt; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasPlayedIntroMessage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasSentSteamInfo; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasClaimedSteamGroupLoot; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IsBoscoAllowed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasJoinedXboxClub; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasSeenAnalyticsPopUp; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AllowAnalyticsTracking; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AllowPersonalAnalyticsTracking; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IsModded; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Index; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString Name; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TotalPlayTimeSeconds; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap SelectedLoadout; UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint32 userIdx; UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint32 CurrLoadoutIdx; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) uint32 SaveToDiskCounter; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) uint32 BackupSaveIndex; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) uint32 ExternalBackupSaveIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 NumberOfGamesPlayed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* LastPlayedCharacter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ShowInfoScreen; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString LastShownVersion; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSonyInputSettings SonyInputSettings; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UFSDGameInstance* FSDGameInstance; public: UFSDSaveGame(); UFUNCTION(BlueprintCallable) bool TrySellResource(UResourceData* Resource, int32 Amount, int32& Price); UFUNCTION(BlueprintCallable) bool TryDeductResources(const TMap& NewResources); UFUNCTION(BlueprintCallable) bool TryDeductCredits(int32 Amount); UFUNCTION(BlueprintCallable) bool TryBuyResource(UResourceData* Resource, int32 Amount, int32& Price); UFUNCTION(BlueprintCallable, BlueprintPure) bool ShouldDisplayFirstSchematicMessage() const; UFUNCTION(BlueprintCallable) void SetSonyInputSettingMotionXMapping(ESonyControllerMotionMapping NewValue); UFUNCTION(BlueprintCallable) void SetSonyInputSettingLightMode(ESonyControllerLightMode NewValue); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) void SetSonyInputSettingFloat(UObject* WorldContext, ESonyInputSettingsFloats Setting, float NewValue); UFUNCTION(BlueprintCallable) void SetSonyInputSettingBool(ESonyInputSettingsBools Setting, bool NewValue); UFUNCTION(BlueprintCallable) bool SetPersonalAnalytics(bool State); UFUNCTION(BlueprintCallable) void SetIsModded(bool modded); UFUNCTION(BlueprintCallable) void SetIndexAndName(int32 NewIndex, const FString& NewName); UFUNCTION(BlueprintCallable) void SetIgnoreRandomLoadout(bool inIgnoreRandomLoadout); UFUNCTION(BlueprintCallable) void SetHasSentSteamInfo(); UFUNCTION(BlueprintCallable) void SetHasJoinedXboxClub(); UFUNCTION(BlueprintCallable) void SetHasClaimSteamGroupLoot(); UFUNCTION(BlueprintCallable) void SetFaction(EFSDFaction newFaction, bool Reasign); UFUNCTION(BlueprintCallable) void SetEquippedItemID(EItemCategory Category, UPlayerCharacterID* PlayerId, UItemID* Item); UFUNCTION(BlueprintCallable) void SetEquippedItem(EItemCategory Category, UPlayerCharacterID* PlayerId, TSubclassOf Item); UFUNCTION(BlueprintCallable) void SetDiscordReward(bool State); UFUNCTION(BlueprintCallable) void SetCharacterLoadout(UPlayerCharacterID* characterID, int32 loadoutNumber); UFUNCTION(BlueprintCallable) void SetBoscoAllowed(bool aIsBoscoAllowed); UFUNCTION(BlueprintCallable) bool SetAnonymousAnalytics(bool State); UFUNCTION(BlueprintCallable) void SaveToDisk(); UFUNCTION(BlueprintCallable) static bool SaveSlotToDisk(UFSDSaveGame* SaveSlot, const FString& slotName, int32 NewUserIdx); UFUNCTION(BlueprintCallable) int32 RetireCharacter(UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable) void ResetTutorials(); UFUNCTION(BlueprintCallable) void ResetSonyTouchSettings(); UFUNCTION(BlueprintCallable) void ResetSonyMotionSettings(); UFUNCTION(BlueprintCallable) void ResetSonyDualSenseSettings(); UFUNCTION(BlueprintCallable) void ResetRejoinSessionId(); UFUNCTION(BlueprintCallable) void RejoinAttempted(); UFUNCTION(BlueprintCallable) void RefreshLoadoutFromCharacter(UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable, BlueprintPure) bool RecievedDiscordReward(); UFUNCTION(BlueprintCallable) FString PromotedClassesString(); UFUNCTION(BlueprintCallable) void MarkRetirementRewardScreenSeen(UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable) void MarkFirstSchematicMessageSeen(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) void LevelUpCharacter(UObject* WorldContext, UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsObsolete() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsInMinersManual(FGuid ObjectID) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFirstRejoinAttempt(); UFUNCTION(BlueprintCallable, BlueprintPure) bool HasSeenRetirementRewardScreen() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool HasCredits(int32 Amount) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool HasCharacterRetired(UPlayerCharacterID* characterID) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool HasCharacterCompletedRetirementCampaign(UPlayerCharacterID* characterID) const; UFUNCTION(BlueprintCallable) static bool HasBackupWithMoreProgress(UFSDGameInstance* GameInstance); UFUNCTION(BlueprintCallable, BlueprintPure) bool HasAnyCharacterRetired() const; UFUNCTION(BlueprintCallable) int32 GetTotalGamesPlayed(); protected: UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetTotalCharacterXP() const; public: UFUNCTION(BlueprintCallable, BlueprintPure) ESonyControllerMotionMapping GetSonyInputSettingMotionXMapping() const; UFUNCTION(BlueprintCallable, BlueprintPure) ESonyControllerLightMode GetSonyInputSettingLightMode() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetSonyInputSettingFloat(ESonyInputSettingsFloats Setting) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetSonyInputSettingBool(ESonyInputSettingsBools Setting) const; UFUNCTION(BlueprintCallable, BlueprintPure) FDateTime GetSlotTimeStamp() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GetSlotLoadedFrom() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetSelectedLoadoutIndex(UPlayerCharacterID* characterID) const; UFUNCTION(BlueprintCallable, BlueprintPure) static FString GetSaveSlotName(int32 NewUserIdx); UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetResourceSellingPrice(UResourceData* Resource, int32 Amount) const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetResourceBuyingPrice(UResourceData* Resource, int32 Amount) const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetResourceAmount(const UResourceData* Resource) const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetRequiredXPForLevel(int32 Level) const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GetRejoinSessionId(); UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetPurchasableItemCount() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetPlayerRetirementRank() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetPlayerRank() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetPerkPoints() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GetName(); UFUNCTION(BlueprintCallable, BlueprintPure) static int32 GetMaxSaveSlots(); UFUNCTION(BlueprintCallable, BlueprintPure) static int32 GetMainSaves(UFSDGameInstance* GameInstance, TArray& outMainSaves); UFUNCTION(BlueprintCallable, BlueprintPure) bool GetIsModded(); UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetIndex(); UFUNCTION(BlueprintCallable) bool GetHasSentSteamInfo(); UFUNCTION(BlueprintCallable) bool GetHasClaimedSteamGroupLoot(); UFUNCTION(BlueprintCallable, BlueprintPure) EFSDFaction GetFaction(); UFUNCTION(BlueprintCallable, BlueprintPure) UItemID* GetEquippedItemID(EItemCategory Category, UPlayerCharacterID* PlayerId) const; UFUNCTION(BlueprintCallable, BlueprintPure) TSubclassOf GetEquippedItem(EItemCategory Category, UPlayerCharacterID* PlayerId) const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetCredits() const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetClassXP(UPlayerCharacterID* characterID) const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetClassLevel(UPlayerCharacterID* characterID) const; UFUNCTION(BlueprintCallable, BlueprintPure) int32 GetCharacterRetirementCount(const FGuid& PlayerId) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool GetBoscoAllowed() const; UFUNCTION(BlueprintCallable, BlueprintPure) static int32 GetAvailableUserSlotIndex(UFSDGameInstance* GameInstance); UFUNCTION(BlueprintCallable) static TArray GetAllSavesFromDisk(UFSDGameInstance* GameInstance); UFUNCTION(BlueprintCallable) void ForceSetIsModded(bool modded); UFUNCTION(BlueprintCallable) static void FixNamingOfMainSave(UFSDSaveGame* mainsave); UFUNCTION(BlueprintCallable) static bool DeleteFromDisk(UFSDGameInstance* GameInstance, const FString& slotName, int32 NewUserIdx); UFUNCTION(BlueprintCallable) bool DeductPerkPoints(int32 Amount); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) void CheckPromotionAchievementProgress(UObject* WorldContext, bool IsRetroactive); UFUNCTION(BlueprintCallable, BlueprintPure) bool CanAfford(const TMap& NewResources) const; UFUNCTION(BlueprintCallable) void AddPerkPoints(int32 Amount); UFUNCTION(BlueprintCallable) void AddGamePlayed(); UFUNCTION(BlueprintCallable) int32 AddCredits(int32 Amount); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) int32 AddClassXP(UObject* WorldContext, UPlayerCharacterID* characterID, int32 XP); };