43 lines
1.3 KiB
C++
Executable file
43 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "FlareMeta.h"
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#include "ShadowQualityChangedDelegate.h"
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#include "FlareController.generated.h"
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class AActor;
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class AFlare;
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class AFlareGunProjectile;
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class UObject;
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UCLASS(Blueprintable)
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class UFlareController : public UWorldSubsystem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FShadowQualityChanged OnShadowQualityChanged;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FFlareMeta> FlaresMeta;
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public:
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UFlareController();
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UFUNCTION(BlueprintCallable)
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static void UnregisterFlareGunProjectile(AFlareGunProjectile* flareprj);
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UFUNCTION(BlueprintCallable)
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static void UnregisterFlare(AFlare* Flare);
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UFUNCTION(BlueprintCallable)
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static void RegisterFlareGunProjectile(AFlareGunProjectile* flareprj);
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UFUNCTION(BlueprintCallable)
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static void RegisterFlare(AFlare* Flare);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AActor* FindFlareNear(UObject* WorldContextObject, FVector Pos, bool allowMoving, float maxLightRadiusFraction);
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};
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