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

76 lines
2.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Templates/SubclassOf.h"
#include "PLSTester.generated.h"
class UBiome;
class UDifficultySetting;
class UMissionComplexity;
class UMissionDuration;
class UMissionMutator;
class UMissionTemplate;
class UMissionWarning;
class UObjective;
class USpecialEvent;
UCLASS(Blueprintable)
class APLSTester : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString FullSeedString;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PLSSeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MissionSeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 GlobalSeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 GlobalMissionIndex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionComplexity* limitComplexity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionDuration* limitDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionMutator* Mutator;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UMissionWarning*> Warnings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSubclassOf<UObjective>> SecondaryObjectives;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USpecialEvent* SpecialEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBiome* Biome;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionTemplate* MissionTemplate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UMissionTemplate* CustomMissionTemplate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UDifficultySetting* OverrideDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 SimulatePlayerCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText CustomMissionName;
public:
APLSTester();
};