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

667 lines
25 KiB
C++
Executable file

#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<APlayerCharacter>, 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<APlayerCharacter>, CharacterClass);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCharacterProgressChangedSignature, TSubclassOf<APlayerCharacter>, 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<FCharacterPerksSave> 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<FGuid> UnLockedMissions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<FGuid, FUnLockedMissionParameters> UnLockedMissionParameters;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> UnLockedPlanetZones;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCampaignSave CampaignSave;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDeepDiveSave DeepDiveSave;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FCharacterSave> 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<FUpgradeLoadout> ItemUpgradeLoadouts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIgnoreRandomLoadout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> PurchasedItemUpgrades;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> UnlockedItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> OwnedItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<FGuid, int32> EnemiesKilled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<FGuid, FItemNotificationInfo> ItemsWithNotification;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<FGuid, FSkinList> UnlockedItemSkins;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSet<FGuid> UnlockedPickaxeParts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UVanityItem*> UnLockedVanityItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> UnLockedVanityItemIDs;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGuid> HiddenUICategories;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 LastCollectedCommunityRewardPeriodID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSet<FGuid> 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<FWatchedTutorial> 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<FGuid, int32> 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<UResourceData*, int32>& 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<AActor> 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<UFSDSaveGame*>& 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<AActor> 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<UFSDSaveGame*> 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<UResourceData*, int32>& 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);
};