DRG-Femboy-Voice/Source/FSD/Public/FSDGameUserSettings.h
2025-04-15 12:39:31 -07:00

974 lines
34 KiB
C++
Executable file

#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<FName, bool> 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<EWindowMode::Type> 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<FCustomKeyBinding> CustomKeyBindings;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FCustomKeyBinding> 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<FGuid> SelectedDifficultyLevels;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> 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<EWindowMode::Type> 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<UDifficultySetting*> 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<EWindowMode::Type> 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<FString>& AudioDevices);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetAvaliableAudioInputDevices(TArray<FString>& AudioDevices);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetAvailableScreenResolutionsForNonPrimaryMonitors(TArray<FIntPoint>& 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();
};