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

74 lines
2.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GDKWinOptionsInSaveGame.generated.h"
USTRUCT(BlueprintType)
struct FGDKWinOptionsInSaveGame {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool SaveGameOptionsValid;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ScreenMode;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
uint32 ResolutionSizeX;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
uint32 ResolutionSizeY;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUseVSync;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FrameRateLimit;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Sharpening;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 AntiAliasingType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Gamma;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 OverallQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ResolutionScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 TextureQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ShadowQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 AntiAliasingQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PostProcessingQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 EffectsQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ViewDistanceQuality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool PreventLatejoinCharacterDuplication;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString LocalGameServerName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString CurrentAudioOutputDeviceId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool UseDefaultAudioOutputDevice;
FSD_API FGDKWinOptionsInSaveGame();
};