#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "PlayerCharacterFunctionLibrary.generated.h" class AActor; class AFSDPlayerState; class APlayerCharacter; class UObject; UCLASS(Blueprintable) class UPlayerCharacterFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UPlayerCharacterFunctionLibrary(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static bool SetPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, bool Mute, bool TrySystemWide, int32 localUserNum); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static bool IsPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, int32 localUserNum); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static APlayerCharacter* GetRandomPlayer(UObject* WorldContextObject, bool MustBeAlive, bool MustNotBeParalyzed); UFUNCTION(BlueprintCallable, BlueprintPure) static APlayerCharacter* GetNearestVisiblePlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustNotBeParalyzed); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static APlayerCharacter* GetNearestPlayerToPosition(UObject* WorldContextObject, FVector Position, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext")) static APlayerCharacter* GetNearestPlayerFrom(UObject* WorldContext, FVector From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly); UFUNCTION(BlueprintCallable, BlueprintPure) static APlayerCharacter* GetNearestPlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly); };