#pragma once #include "CoreMinimal.h" #include "Subsystems/GameInstanceSubsystem.h" #include "SeamlessTravelStorage.generated.h" class UDifficultySetting; class UPlayer; class UResourceData; class USeamlessTravelEventKey; UCLASS(Blueprintable) class USeamlessTravelStorage : public UGameInstanceSubsystem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UDifficultySetting* ChosenDifficulty; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap PlayerShouldStartInMedbay; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap Resources; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float MissionTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap StoredFloatValues; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap StoredIntValues; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TSet EventKeys; USeamlessTravelStorage(); UFUNCTION(BlueprintCallable) void ClearGameStateSeamlessTravelStorage(); };