#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "GameFramework/Character.h" #include "Engine/EngineTypes.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "GameplayTagContainer.h" #include "GameplayTagAssetInterface.h" #include "GameplayTagContainer.h" #include "AcceptInviteSignatureDelegate.h" #include "ActionHoldEventDelegate.h" #include "AnalogAimSettings.h" #include "BoolDelegateDelegate.h" #include "CameraModeChangedDelegate.h" #include "CameraSpringSettings.h" #include "CharacterDelegateDelegate.h" #include "CollectedDrinkDelegateDelegate.h" #include "CollectedEverythingEventDelegate.h" #include "CollectedPickaxePartDelegateDelegate.h" #include "CollectedVanityItemDeledateDelegate.h" #include "CollectedVictoryPoseEventDelegate.h" #include "CoolDownProgressDelegateDelegate.h" #include "DamagedEnemyEventDelegate.h" #include "DelegateDelegate.h" #include "DepthSignatureDelegate.h" #include "DownCameraSettings.h" #include "DownCameraTargetChangedDelegate.h" #include "ECharacterCameraMode.h" #include "ECharacterState.h" #include "EInputKeys.h" #include "EnhancedTrace.h" #include "HeadlightOnChangedEventDelegate.h" #include "HeroInfo.h" #include "HoldButton.h" #include "IgnoreInviteSignatureDelegate.h" #include "LaserPointerEventDelegate.h" #include "OnCallDonkeySignatureDelegate.h" #include "OnCharacterDeathChangeSignatureDelegate.h" #include "OnCharacterStateChangedSignatureDelegate.h" #include "OnFlareThrownDelegate.h" #include "OnJumpPressedSignatureDelegate.h" #include "OnJumpReleasedSignatureDelegate.h" #include "OnLaserPointerPressedSignatureDelegate.h" #include "OnMinePressedSignatureDelegate.h" #include "OnPerkActivationTimerFinishedDelegate.h" #include "OnPlayerShoutEventDelegate.h" #include "OpenChatSignatureDelegate.h" #include "PlatformComponent.h" #include "PlaySoundInterface.h" #include "PlayerCharacterEventDelegate.h" #include "RejectInviteSignatureDelegate.h" #include "RejoinListener.h" #include "ReviveCallEventDelegate.h" #include "SaluteEventDelegate.h" #include "SchematicEventDelegate.h" #include "SkinEventDelegate.h" #include "Targetable.h" #include "Templates/SubclassOf.h" #include "ThrowCarriableDelegateDelegate.h" #include "ToggleMapToolSignatureDelegate.h" #include "UpdateMeshesSignatureDelegate.h" #include "PlayerCharacter.generated.h" class AActor; class ADamageEnhancer; class AEventRewardDispenser; class AFSDPhysicsActor; class AFSDPlayerController; class AFSDPlayerState; class AItem; class APlayerCharacter; class APlayerController; class AShieldGeneratorActor; class ATutorialManager; class AZipLineProjectile; class UActorTrackingComponent; class UAnimMontage; class UAudioComponent; class UCameraComponent; class UCappedResource; class UCharacterCameraController; class UCharacterIntoxicationComponent; class UCharacterRecoilComponent; class UCharacterSightComponent; class UCharacterStateComponent; class UCharacterUseComponent; class UCharacterVanityComponent; class UCommunicationComponent; class UEnemyDescriptor; class UFSDAchievement; class UFSDPhysicalMaterial; class UHeightenedSenseComponent; class UInstantUsable; class UInventoryComponent; class UInventoryList; class UJetBootsMovementComponent; class ULightComponent; class UMaterialInstanceDynamic; class UMaterialInterface; class UMissionStatsCollector; class UObject; class UOutlineComponent; class UParticleSystem; class UPawnAffliction; class UPawnStatsComponent; class UPerkHUDActivationWidget; class UPhysicsAsset; class UPlayerAfflictionComponent; class UPlayerAnimInstance; class UPlayerAttackPositionComponent; class UPlayerCharacterID; class UPlayerFPAnimInstance; class UPlayerHealthComponent; class UPlayerInfectionComponent; class UPlayerInfoComponent; class UPlayerReactiveTerrainTrackerComponent; class UPlayerTPAnimInstance; class UPlayerTemperatureComponent; class UPointLightComponent; class USceneComponent; class USchematic; class USingleUsableComponent; class USkeletalMeshComponent; class USoundAttenuation; class USoundBase; class USoundConcurrency; class USoundCue; class USpringArmComponent; class UStatusEffect; class UStatusEffectsComponent; class UTemporaryBuff; class UTexture2D; class UUsableComponent; class UWidgetInteractionComponent; class UZipLineStateComponent; UCLASS(Abstract, Blueprintable) class FSD_API APlayerCharacter : public ACharacter, public IGameplayTagAssetInterface, public ITargetable, public IRejoinListener, public IPlaySoundInterface { GENERATED_BODY() public: DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FKilledGrabber, AActor*, Grabber); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FItemUseDelegate, AItem*, Item); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGenericAnimNotifyDelegate, APlayerCharacter*, Player); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFirePressedDelegate); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCanEscapeGrabberDelegate, bool, bCanEscape); UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FItemUseDelegate OnStartedUsingItem; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FItemUseDelegate OnStoppedUsingItem; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFirePressedDelegate OnFirePressed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFirePressedDelegate OnFireReleased; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolDelegate OnGrenadePressed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDelegate OnPerkInitialized; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBoolDelegate OnInstantRevivePossibleEvent; UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGenericAnimNotifyDelegate OnGenericAnimNotify; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UHeightenedSenseComponent* HeightenedSenseComponent; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCollectedEverythingEvent OnCollectedEverything; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSchematicEvent OnCollectedSchematic; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSkinEvent OnCollectedSkin; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCollectedDrinkDelegate OnCollectedDrink; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCollectedVictoryPoseEvent OnCollectedVictoryPose; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCollectedPickaxePartDelegate OnCollectedPickaxePart; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCollectedVanityItemDeledate OnCollectedVanityItem; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCameraModeChanged OnCameraModeChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDownCameraTargetChanged OnDownCameraTargetChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FActionHoldEvent OnActionHoldProgress; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FThrowCarriableDelegate OnThrowCarriableProgress; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnJumpPressedSignature OnJumpPressed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnJumpReleasedSignature OnJumpReleased; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnMinePressedSignature OnSecondaryFirePressed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnMinePressedSignature OnSecondaryFireReleased; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnMinePressedSignature OnManualMiningBegin; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnMinePressedSignature OnManualMiningEnd; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnLaserPointerPressedSignature OnLaserPointerPressed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnLaserPointerPressedSignature OnLaserPointerReleased; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnLaserPointerPressedSignature OnTerrainScannerPressed; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnLaserPointerPressedSignature OnTerrainScannerReleased; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnFlareThrown OnFlareThrown; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FUpdateMeshesSignature OnUpdateMeshes; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOpenChatSignature OnOpenChat; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FAcceptInviteSignature OnAcceptInvite; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRejectInviteSignature OnRejectInvite; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FIgnoreInviteSignature OnIgnoreInvite; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FToggleMapToolSignature OnToggleMapTool; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FToggleMapToolSignature OnToggleScanTool; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDepthSignature OnDepthChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnCharacterStateChangedSignature OnCharacterStateChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnCharacterDeathChangeSignature OnCharacterDeathChange; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDamagedEnemyEvent OnDamagedEnemy; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FLaserPointerEvent OnLaserPointerEvent; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FLaserPointerEvent OnSecondaryLaserPointerEvent; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSaluteEvent OnSaluteEvent; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnPlayerShoutEvent OnPlayerShout; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnPlayerShoutEvent OnBoscoSalute; UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterDelegate OnRevivedEvent; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FReviveCallEvent OnReviveCallEvent; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FPlayerCharacterEvent OnRevivedOtherCharacter; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHeadlightOnChangedEvent OnHeadlightOnChanged; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnCallDonkeySignature OnCallDonkey; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer GameplayTags; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf JetBootsComponentSpawnable; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UZipLineStateComponent* ZipLineStateComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray> EscapableGrabberEnemies; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FKilledGrabber OnKilledGrabber; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FOnPerkActivationTimerFinished OnPerkActivationTimerFinished; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPerkHUDActivationWidget* BoundPerkActivationW; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float PerkActivationTimer; protected: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCanEscapeGrabberDelegate OnCanEscapeGrabberChanged; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TSubclassOf GrabbedByClass; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCoolDownProgressDelegate OnCoolDownProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bIsBeingBittenByCaveLeech; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UWidgetInteractionComponent* WidgetInteraction; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PlatformComponentClasses; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDownCameraSettings DownCameraSettings; UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray> ActiveShieldGenerators; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid SavegameID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector EstimatedVelocity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHoldButton FlareHeadlightButton; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHoldButton CycleItemButton; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHoldButton ToggleHUDButton; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float EquipLaserpointerHoldDuration; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) bool IsPressingMovementInputKey; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* characterID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr TutorialManagerType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr TutorialManagerSpacerig; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USkeletalMeshComponent* FPMesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCameraComponent* FirstPersonCamera; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USceneComponent* FirstPersonRoot; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UActorTrackingComponent* ActorTracking; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UCharacterIntoxicationComponent* IntoxicationComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UMissionStatsCollector* MissionStatsCollector; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USpringArmComponent* ThirdPersonSpringArm; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCameraComponent* ThirdPersonCamera; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPointLightComponent* ThirdPersonLight; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USpringArmComponent* FollowSpringArm; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCameraComponent* FollowCamera; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCameraComponent* DownCamera; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCharacterCameraController* CameraController; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerHealthComponent* HealthComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCharacterSightComponent* SightComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UInventoryComponent* InventoryComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCharacterUseComponent* UseComponentNew; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USingleUsableComponent* UsableComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UOutlineComponent* OutlineComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCharacterRecoilComponent* RecoilComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UStatusEffectsComponent* StatusEffectsComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPawnStatsComponent* PawnStatsComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerAfflictionComponent* PawnAfflictionComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerInfoComponent* PlayerInfoComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerAttackPositionComponent* AttackerPositioningComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCommunicationComponent* CommunicationComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerTemperatureComponent* TemperatureComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerInfectionComponent* InfectionComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UPlayerReactiveTerrainTrackerComponent* ReactiveTerrainTracker; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UInstantUsable* TrackGrindUsableComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float RunningSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float RunBoost; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float RunBoostChargeTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* RunBoostActivationSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UParticleSystem* RunBoostParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPawnAffliction* RunBoostAffliction; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPhysicsAsset* HangingPhysicsAsset; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float HangingSimulationBlend; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IsPlayableCharacter; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UAudioComponent* SprintSoundComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* SpringSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FAnalogAimSettings AimSettings; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DownedCameraMinPitch; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DownedCameraMaxPitch; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TurnToFaceScannerAngularSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Turn180Time; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CarryingMovementSpeedPenalty; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CarryingMaxFallVelocity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxThrowProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxThrowHoldDuration; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CarryingThrowMinForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CarryingThrowMaxForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float PlayerVelocityToThrowFactor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf CarryingThrowingStatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ThrowCarriableProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) TMap CharacterStates; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr TutorialManager; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_CharacterState, meta=(AllowPrivateAccess=true)) UCharacterStateComponent* ActiveCharacterState; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsInDropPod; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsInEscapePod; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ButtonMemoryDuration; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) bool IsRunning; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CanDash; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DashInputWindow; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DashFowardMovementMinRequirement; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DashRightMovementMaxRequirement; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DashControllerMinValueRequired; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float DashCooldown; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf DashStatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ForwardInput; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float RightInput; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ControllerForwardInput; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ControllerRightInput; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float StoppedRunningTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ShoutPressedTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bIsUsingItemPressed; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bIsUsingPressed; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float UsingDelay; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HeadLightOn, meta=(AllowPrivateAccess=true)) bool HeadLightOn; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) bool IsUsing; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float JumpPressedTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanMove; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanAim; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanUseItem; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanChangeItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanMine; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanSalute; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsStandingDown, meta=(AllowPrivateAccess=true)) bool IsStandingDown; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool InDanceRange; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsDancing, meta=(AllowPrivateAccess=true)) bool IsDancing; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float DanceStartTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFSDAchievement* HappyFeetAchievement; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_DanceMove, meta=(AllowPrivateAccess=true)) int32 DanceMove; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) ECharacterCameraMode CameraMode; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsInCharacterSelectionWorld; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bShouldSpawnAnimEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float IdleTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UAnimMontage* FPDrinkSalute; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UAnimMontage* TPDrinkSalute; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimMontage* CurrentSaluteMontage; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray CachedMaterials; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool BlockTrackGrindOnLanded; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString SteamClassID; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UMaterialInstanceDynamic* RadarMaterialInstance; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 RadarMaterialAngleParameterIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector LastUpdateVisibiltyPos; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector SpawnLocation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UFSDPhysicalMaterial* FallbackPhysicalMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ClientReady; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UCharacterStateComponent* NextCharacterState; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) bool PlayerIsLeavingInDroppod; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanInstantRevive; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool HasInitializedPerks; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCharacterVanityComponent* CharacterVanity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCameraSpringSettings CameraSpringSettings; public: APlayerCharacter(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; UFUNCTION(BlueprintCallable) void UseZipLine(AZipLineProjectile* ZipLine, const FVector& Start, const FVector& End); UFUNCTION(BlueprintCallable) void Unparalyze(); protected: UFUNCTION(BlueprintCallable) void ToggleScanTool(bool Visible); UFUNCTION(BlueprintCallable) void ToggleHUDReleased(); UFUNCTION(BlueprintCallable) void ToggleHUDPressed(); public: UFUNCTION(BlueprintCallable) void ToggleHeadLight(); protected: UFUNCTION(BlueprintCallable) void ThrowFlareReleased(); UFUNCTION(BlueprintCallable) void ThrowFlarePressed(); public: UFUNCTION(BlueprintCallable) void ThrowFlare(); protected: UFUNCTION(BlueprintCallable) void StopUsingItem(); public: UFUNCTION(BlueprintCallable) void StartTutorials(bool ResetTutorials); UFUNCTION(BlueprintCallable) void StartPerkActivation(UPerkHUDActivationWidget* PerkActivationWidget, float HoldTime); UFUNCTION(BlueprintCallable) UAudioComponent* SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration); UFUNCTION(BlueprintCallable) UAudioComponent* SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration); UFUNCTION(BlueprintCallable) UAudioComponent* SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration); protected: UFUNCTION(BlueprintCallable) static void ShowSimpleHoldProgress(APlayerController* PlayerController, const FText& InDescription, float InProgress); public: UFUNCTION(BlueprintCallable) void SetStandingDown(bool standingDown); UFUNCTION(BlueprintCallable) void SetRadarMaterialInstance(UMaterialInstanceDynamic* matInstance); UFUNCTION(BlueprintCallable) void SetOutsideShieldGenerator(AShieldGeneratorActor* Shield); UFUNCTION(BlueprintCallable) void SetIsCharacterSelectionModel(); UFUNCTION(BlueprintCallable, Reliable, Server) void SetInstantUsables(bool Value); UFUNCTION(BlueprintCallable) void SetInsideShieldGenerator(AShieldGeneratorActor* Shield); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) void SetInCharacterSelectionWorld(); UFUNCTION(BlueprintCallable, Reliable, Server) void SetHeadLight(bool On); UFUNCTION(BlueprintCallable) void SetFallbackPhysicalMaterial(UFSDPhysicalMaterial* PhysMat); UFUNCTION(BlueprintCallable) void SetCameraMode(ECharacterCameraMode NewCameraMode); UFUNCTION(BlueprintCallable) void SetAttached(USceneComponent* AttachTo, bool DelayUntilLanded); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_TriggerDash(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_StartSalute(UAnimMontage* startSalute); public: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SpawnEnemies(UEnemyDescriptor* descriptor, int32 Count); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_Shouted(); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetUsing(bool characterIsUsing); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetRunning(bool characterIsRunning); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetRunBoostActive(bool IsActive); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetIsThrowingCarriable(bool isThrowing); public: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetIsPressingMovementInput(bool aIsPushingInput); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetIsJumpPressed(bool InJumpPressed); public: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetDispenserReward(AEventRewardDispenser* Dispenser, USchematic* Reward); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_SetClientReady(); public: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_EscapeFromGrabber(); public: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatRevive(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatKillAllFriendly(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatKillAll(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatJetBoots(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatGodMode(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatFlyMode(bool Active); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CheatDebugFastMode(bool fast); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CancelThrowingCarriable(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_CallDonkey(); public: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_AddToTraceQueue(ADamageEnhancer* Target, FEnhancedTrace Item); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_ActivateTemporaryBuff(UTemporaryBuff* buff); UFUNCTION(BlueprintCallable) void SendLevelUpStatistics(const int32 currentRank); UFUNCTION(BlueprintCallable) void ReviveProgress(float Progress); UFUNCTION(BlueprintCallable, NetMulticast, Reliable) void RequestChangeInGravityScale(float newGravityScale); protected: UFUNCTION(BlueprintCallable) void RejectInvite(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void ReceiveOnHeadlightOn(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void ReceiveEscapedFromGrabber(); public: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void Receive_ShowFieldMedicInstantReviveEffects(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void PrepareForEndScreen(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) void PilotVehicle(AActor* Vehicle); UFUNCTION(BlueprintCallable) void Paralyze(AActor* ParalyzedBy); protected: UFUNCTION(BlueprintCallable) void OpenChat(); UFUNCTION(BlueprintCallable) void OnResourceFull(UCappedResource* Resource); UFUNCTION(BlueprintCallable) void OnRep_IsStandingDown(); UFUNCTION(BlueprintCallable) void OnRep_IsDancing(); UFUNCTION(BlueprintCallable) void OnRep_HeadLightOn(); UFUNCTION(BlueprintCallable) void OnRep_DanceMove(); UFUNCTION(BlueprintCallable) void OnRep_CharacterState(UCharacterStateComponent* oldState); public: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnPerkActivationFinished(); protected: UFUNCTION(BlueprintCallable) void OnItemEquipped(AItem* Item); UFUNCTION(BlueprintCallable) void OnCharacterUsed(APlayerCharacter* User, EInputKeys Key); UFUNCTION(BlueprintCallable) void OnCharacterBeginUse(APlayerCharacter* User, EInputKeys Key); UFUNCTION(BlueprintCallable) void MouseWheelUp(); UFUNCTION(BlueprintCallable) void MouseWheelDown(); public: UFUNCTION(BlueprintCallable) bool LockIfState(ECharacterState LockIf, ECharacterState LockTo, bool canMoveAndAim); protected: UFUNCTION(BlueprintCallable) void JumpRelease(); UFUNCTION(BlueprintCallable) void JumpPress(); public: UFUNCTION(BlueprintCallable, BlueprintPure) bool IsWithinDistance(AActor* Source, float Distance) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsWalking() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsUsingPressed() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsUsingItemPressed() const; protected: UFUNCTION(BlueprintCallable, BlueprintPure) bool IsStateActive(ECharacterState State) const; public: UFUNCTION(BlueprintCallable, BlueprintPure) bool IsSaluting() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsParalyzed() const; UFUNCTION(BlueprintCallable) bool IsMovementInputPressed(); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsMining() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsLyingDown() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsJumpPressed() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsInState(ECharacterState aState) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFrozen() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFirstPerson() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsEquipepdActor(AActor* Actor) const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsDown() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsAlive() const; UFUNCTION(BlueprintCallable) void InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key); protected: UFUNCTION(BlueprintCallable) void IgnoreInvite(); public: UFUNCTION(BlueprintCallable, BlueprintPure) bool HasBeenRevived() const; UFUNCTION(BlueprintCallable, BlueprintPure) UCharacterUseComponent* GetUseComponent() const; UFUNCTION(BlueprintCallable, BlueprintPure) UPlayerTPAnimInstance* GetTPAnimInstance() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetTimeSinceLastRevival() const; UFUNCTION(BlueprintCallable, BlueprintPure) ECharacterState GetPreviousState() const; UFUNCTION(BlueprintCallable, BlueprintPure) AFSDPlayerState* GetPlayerState() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GetPlayerName() const; UFUNCTION(BlueprintCallable, BlueprintPure) AFSDPlayerController* GetPlayerController() const; UFUNCTION(BlueprintCallable, BlueprintPure) UInventoryList* GetInventoryList() const; UFUNCTION(BlueprintCallable, BlueprintPure) FText GetHeroSwitchToMessage() const; UFUNCTION(BlueprintCallable, BlueprintPure) FText GetHeroName() const; UFUNCTION(BlueprintCallable, BlueprintPure) FHeroInfo GetHeroInfo() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetHeroIcon() const; UFUNCTION(BlueprintCallable, BlueprintPure) FLinearColor GetHeroColor() const; UFUNCTION(BlueprintCallable, BlueprintPure) UPlayerFPAnimInstance* GetFPAnimInstance() const; UFUNCTION(BlueprintCallable, BlueprintPure) AItem* GetEquippedItem() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetDownTime() const; UFUNCTION(BlueprintCallable, BlueprintPure) APlayerCharacter* GetDownCameraTarget() const; UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) USceneComponent* GetDownCameraRotationPoint(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) USceneComponent* GetDownCameraAttachPoint(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure) ULightComponent* GetDebugPointLightComponent() const; UFUNCTION(BlueprintCallable, BlueprintPure) ECharacterState GetCurrentState() const; UFUNCTION(BlueprintCallable, BlueprintPure) UCommunicationComponent* GetCommunicationComponent() const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetClassXP(); UFUNCTION(BlueprintCallable, BlueprintPure) UCharacterVanityComponent* GetCharacterVanity() const; UFUNCTION(BlueprintCallable, BlueprintPure) UCharacterStateComponent* GetCharacterStateComponent(ECharacterState State) const; UFUNCTION(BlueprintCallable, BlueprintPure) float GetBeginRevivedProgress() const; UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure) UUsableComponent* GetBeastMasterUsableComponent() const; UFUNCTION(BlueprintCallable, BlueprintPure) FString GetAnalyticsClass() const; UFUNCTION(BlueprintCallable, BlueprintPure) FRotator GetAimRotation() const; UFUNCTION(BlueprintCallable, BlueprintPure) FVector GetActorGroundLocation() const; UFUNCTION(BlueprintCallable, BlueprintPure) TArray GetActiveShieldGenerators(); UFUNCTION(BlueprintCallable, BlueprintPure) UPlayerAnimInstance* GetActiveAnimInstance() const; UFUNCTION(BlueprintCallable) void ForceIsPressingMovementInputKey(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) void ExitVehicle(); protected: UFUNCTION(BlueprintCallable) void CycleItemUp(); UFUNCTION(BlueprintCallable) void CycleItemReleased(); UFUNCTION(BlueprintCallable) void CycleItemPressed(); UFUNCTION(BlueprintCallable) void CycleItemDown(); public: UFUNCTION(BlueprintCallable) void ConsumeCycleItemButton(); protected: UFUNCTION(BlueprintCallable, Client, Unreliable) void Client_TargetDamaged(UObject* Health, float Damage, float DamageModifier, bool IsWeakPoint, bool IsRadial); public: UFUNCTION(BlueprintCallable, Client, Reliable) void Client_OpenMinersManual(); UFUNCTION(BlueprintCallable, Client, Reliable) void Client_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force); UFUNCTION(BlueprintCallable, Client, Reliable) void Client_ActivateTemporaryBuff(UTemporaryBuff* buff); protected: UFUNCTION(BlueprintCallable, Client, Reliable) void CheckWithoutAPaddleAchievement(); public: UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) void ChangeState(ECharacterState NewState); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable) void ChangeIfDifferentState(ECharacterState NewState); UFUNCTION(BlueprintCallable, BlueprintPure) bool CanEscapeFromGrabber() const; protected: UFUNCTION(BlueprintCallable) void CallDonkeyReleased(); UFUNCTION(BlueprintCallable) void CallDonkeyPressed(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void BP_OnUpdateMeshes(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void BP_OnControllerReady(); public: UFUNCTION(BlueprintCallable) void AnnounceSchematicCollected(USchematic* InSchematic); protected: UFUNCTION(BlueprintCallable, NetMulticast, Unreliable) void All_StartSalute(UAnimMontage* saluteMontage); UFUNCTION(BlueprintCallable, NetMulticast, Unreliable) void All_ShowImpactEffects(UParticleSystem* Particles, FVector_NetQuantize Location, FVector_NetQuantizeNormal Orientation) const; public: UFUNCTION(BlueprintCallable, NetMulticast, Unreliable) void All_ShowFieldMedicInstantReviveEffects(); UFUNCTION(BlueprintCallable) void AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse); UFUNCTION(BlueprintCallable) void AddImpulseFromVector(const FVector& Vector); UFUNCTION(BlueprintCallable) void AddImpulseFromDirectionAndForce(const FVector& Direction, float force); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void AcknowledgeCharacterState(ECharacterState eState); UFUNCTION(BlueprintCallable) void AcceptInvite(); // Fix for true pure virtual functions not being implemented public: UFUNCTION(BlueprintCallable) bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override PURE_VIRTUAL(HasMatchingGameplayTag, return false;); UFUNCTION(BlueprintCallable) bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAnyMatchingGameplayTags, return false;); UFUNCTION(BlueprintCallable) bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAllMatchingGameplayTags, return false;); UFUNCTION(BlueprintCallable) void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(GetOwnedGameplayTags,); };