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

1274 lines
48 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Character.h"
#include "Engine/EngineTypes.h"
#include "Engine/NetSerialization.h"
#include "Engine/NetSerialization.h"
#include "GameplayTagContainer.h"
#include "GameplayTagAssetInterface.h"
#include "GameplayTagContainer.h"
#include "AcceptInviteSignatureDelegate.h"
#include "ActionHoldEventDelegate.h"
#include "AnalogAimSettings.h"
#include "BoolDelegateDelegate.h"
#include "CameraModeChangedDelegate.h"
#include "CameraSpringSettings.h"
#include "CharacterDelegateDelegate.h"
#include "CollectedDrinkDelegateDelegate.h"
#include "CollectedEverythingEventDelegate.h"
#include "CollectedPickaxePartDelegateDelegate.h"
#include "CollectedVanityItemDeledateDelegate.h"
#include "CollectedVictoryPoseEventDelegate.h"
#include "CoolDownProgressDelegateDelegate.h"
#include "DamagedEnemyEventDelegate.h"
#include "DelegateDelegate.h"
#include "DepthSignatureDelegate.h"
#include "DownCameraSettings.h"
#include "DownCameraTargetChangedDelegate.h"
#include "ECharacterCameraMode.h"
#include "ECharacterState.h"
#include "EInputKeys.h"
#include "EnhancedTrace.h"
#include "HeadlightOnChangedEventDelegate.h"
#include "HeroInfo.h"
#include "HoldButton.h"
#include "IgnoreInviteSignatureDelegate.h"
#include "LaserPointerEventDelegate.h"
#include "OnCallDonkeySignatureDelegate.h"
#include "OnCharacterDeathChangeSignatureDelegate.h"
#include "OnCharacterStateChangedSignatureDelegate.h"
#include "OnFlareThrownDelegate.h"
#include "OnJumpPressedSignatureDelegate.h"
#include "OnJumpReleasedSignatureDelegate.h"
#include "OnLaserPointerPressedSignatureDelegate.h"
#include "OnMinePressedSignatureDelegate.h"
#include "OnPerkActivationTimerFinishedDelegate.h"
#include "OnPlayerShoutEventDelegate.h"
#include "OpenChatSignatureDelegate.h"
#include "PlatformComponent.h"
#include "PlaySoundInterface.h"
#include "PlayerCharacterEventDelegate.h"
#include "RejectInviteSignatureDelegate.h"
#include "RejoinListener.h"
#include "ReviveCallEventDelegate.h"
#include "SaluteEventDelegate.h"
#include "SchematicEventDelegate.h"
#include "SkinEventDelegate.h"
#include "Targetable.h"
#include "Templates/SubclassOf.h"
#include "ThrowCarriableDelegateDelegate.h"
#include "ToggleMapToolSignatureDelegate.h"
#include "UpdateMeshesSignatureDelegate.h"
#include "PlayerCharacter.generated.h"
class AActor;
class ADamageEnhancer;
class AEventRewardDispenser;
class AFSDPhysicsActor;
class AFSDPlayerController;
class AFSDPlayerState;
class AItem;
class APlayerCharacter;
class APlayerController;
class AShieldGeneratorActor;
class ATutorialManager;
class AZipLineProjectile;
class UActorTrackingComponent;
class UAnimMontage;
class UAudioComponent;
class UCameraComponent;
class UCappedResource;
class UCharacterCameraController;
class UCharacterIntoxicationComponent;
class UCharacterRecoilComponent;
class UCharacterSightComponent;
class UCharacterStateComponent;
class UCharacterUseComponent;
class UCharacterVanityComponent;
class UCommunicationComponent;
class UEnemyDescriptor;
class UFSDAchievement;
class UFSDPhysicalMaterial;
class UHeightenedSenseComponent;
class UInstantUsable;
class UInventoryComponent;
class UInventoryList;
class UJetBootsMovementComponent;
class ULightComponent;
class UMaterialInstanceDynamic;
class UMaterialInterface;
class UMissionStatsCollector;
class UObject;
class UOutlineComponent;
class UParticleSystem;
class UPawnAffliction;
class UPawnStatsComponent;
class UPerkHUDActivationWidget;
class UPhysicsAsset;
class UPlayerAfflictionComponent;
class UPlayerAnimInstance;
class UPlayerAttackPositionComponent;
class UPlayerCharacterID;
class UPlayerFPAnimInstance;
class UPlayerHealthComponent;
class UPlayerInfectionComponent;
class UPlayerInfoComponent;
class UPlayerReactiveTerrainTrackerComponent;
class UPlayerTPAnimInstance;
class UPlayerTemperatureComponent;
class UPointLightComponent;
class USceneComponent;
class USchematic;
class USingleUsableComponent;
class USkeletalMeshComponent;
class USoundAttenuation;
class USoundBase;
class USoundConcurrency;
class USoundCue;
class USpringArmComponent;
class UStatusEffect;
class UStatusEffectsComponent;
class UTemporaryBuff;
class UTexture2D;
class UUsableComponent;
class UWidgetInteractionComponent;
class UZipLineStateComponent;
UCLASS(Abstract, Blueprintable)
class FSD_API APlayerCharacter : public ACharacter, public IGameplayTagAssetInterface, public ITargetable, public IRejoinListener, public IPlaySoundInterface {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FKilledGrabber, AActor*, Grabber);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FItemUseDelegate, AItem*, Item);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGenericAnimNotifyDelegate, APlayerCharacter*, Player);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFirePressedDelegate);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCanEscapeGrabberDelegate, bool, bCanEscape);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemUseDelegate OnStartedUsingItem;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemUseDelegate OnStoppedUsingItem;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFirePressedDelegate OnFirePressed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFirePressedDelegate OnFireReleased;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBoolDelegate OnGrenadePressed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDelegate OnPerkInitialized;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBoolDelegate OnInstantRevivePossibleEvent;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericAnimNotifyDelegate OnGenericAnimNotify;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UHeightenedSenseComponent* HeightenedSenseComponent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCollectedEverythingEvent OnCollectedEverything;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSchematicEvent OnCollectedSchematic;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSkinEvent OnCollectedSkin;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCollectedDrinkDelegate OnCollectedDrink;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCollectedVictoryPoseEvent OnCollectedVictoryPose;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCollectedPickaxePartDelegate OnCollectedPickaxePart;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCollectedVanityItemDeledate OnCollectedVanityItem;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCameraModeChanged OnCameraModeChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDownCameraTargetChanged OnDownCameraTargetChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FActionHoldEvent OnActionHoldProgress;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FThrowCarriableDelegate OnThrowCarriableProgress;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnJumpPressedSignature OnJumpPressed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnJumpReleasedSignature OnJumpReleased;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnMinePressedSignature OnSecondaryFirePressed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnMinePressedSignature OnSecondaryFireReleased;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnMinePressedSignature OnManualMiningBegin;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnMinePressedSignature OnManualMiningEnd;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLaserPointerPressedSignature OnLaserPointerPressed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLaserPointerPressedSignature OnLaserPointerReleased;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLaserPointerPressedSignature OnTerrainScannerPressed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLaserPointerPressedSignature OnTerrainScannerReleased;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnFlareThrown OnFlareThrown;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FUpdateMeshesSignature OnUpdateMeshes;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOpenChatSignature OnOpenChat;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAcceptInviteSignature OnAcceptInvite;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRejectInviteSignature OnRejectInvite;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FIgnoreInviteSignature OnIgnoreInvite;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FToggleMapToolSignature OnToggleMapTool;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FToggleMapToolSignature OnToggleScanTool;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDepthSignature OnDepthChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnCharacterStateChangedSignature OnCharacterStateChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnCharacterDeathChangeSignature OnCharacterDeathChange;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDamagedEnemyEvent OnDamagedEnemy;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLaserPointerEvent OnLaserPointerEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLaserPointerEvent OnSecondaryLaserPointerEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSaluteEvent OnSaluteEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPlayerShoutEvent OnPlayerShout;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPlayerShoutEvent OnBoscoSalute;
UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCharacterDelegate OnRevivedEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FReviveCallEvent OnReviveCallEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerCharacterEvent OnRevivedOtherCharacter;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FHeadlightOnChangedEvent OnHeadlightOnChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnCallDonkeySignature OnCallDonkey;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer GameplayTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UJetBootsMovementComponent> JetBootsComponentSpawnable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UZipLineStateComponent* ZipLineStateComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<TSubclassOf<AActor>> EscapableGrabberEnemies;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FKilledGrabber OnKilledGrabber;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPerkActivationTimerFinished OnPerkActivationTimerFinished;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPerkHUDActivationWidget* BoundPerkActivationW;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PerkActivationTimer;
protected:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCanEscapeGrabberDelegate OnCanEscapeGrabberChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSubclassOf<AActor> GrabbedByClass;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCoolDownProgressDelegate OnCoolDownProgress;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsBeingBittenByCaveLeech;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UWidgetInteractionComponent* WidgetInteraction;
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FPlatformComponent> PlatformComponentClasses;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDownCameraSettings DownCameraSettings;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<TWeakObjectPtr<AShieldGeneratorActor>> ActiveShieldGenerators;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGuid SavegameID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector EstimatedVelocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FHoldButton FlareHeadlightButton;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FHoldButton CycleItemButton;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FHoldButton ToggleHUDButton;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float EquipLaserpointerHoldDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool IsPressingMovementInputKey;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UPlayerCharacterID* characterID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<ATutorialManager> TutorialManagerType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<ATutorialManager> TutorialManagerSpacerig;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* FPMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCameraComponent* FirstPersonCamera;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* FirstPersonRoot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UActorTrackingComponent* ActorTracking;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UCharacterIntoxicationComponent* IntoxicationComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UMissionStatsCollector* MissionStatsCollector;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USpringArmComponent* ThirdPersonSpringArm;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCameraComponent* ThirdPersonCamera;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPointLightComponent* ThirdPersonLight;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USpringArmComponent* FollowSpringArm;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCameraComponent* FollowCamera;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCameraComponent* DownCamera;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCharacterCameraController* CameraController;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerHealthComponent* HealthComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCharacterSightComponent* SightComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInventoryComponent* InventoryComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCharacterUseComponent* UseComponentNew;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USingleUsableComponent* UsableComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UOutlineComponent* OutlineComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCharacterRecoilComponent* RecoilComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UStatusEffectsComponent* StatusEffectsComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPawnStatsComponent* PawnStatsComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerAfflictionComponent* PawnAfflictionComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerInfoComponent* PlayerInfoComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerAttackPositionComponent* AttackerPositioningComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCommunicationComponent* CommunicationComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerTemperatureComponent* TemperatureComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerInfectionComponent* InfectionComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPlayerReactiveTerrainTrackerComponent* ReactiveTerrainTracker;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInstantUsable* TrackGrindUsableComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RunningSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RunBoost;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RunBoostChargeTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* RunBoostActivationSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* RunBoostParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UPawnAffliction* RunBoostAffliction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UPhysicsAsset* HangingPhysicsAsset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HangingSimulationBlend;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsPlayableCharacter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* SprintSoundComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* SpringSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAnalogAimSettings AimSettings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DownedCameraMinPitch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DownedCameraMaxPitch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurnToFaceScannerAngularSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Turn180Time;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CarryingMovementSpeedPenalty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CarryingMaxFallVelocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxThrowProgress;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxThrowHoldDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CarryingThrowMinForce;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CarryingThrowMaxForce;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PlayerVelocityToThrowFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UStatusEffect> CarryingThrowingStatusEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ThrowCarriableProgress;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
TMap<uint8, UCharacterStateComponent*> CharacterStates;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<ATutorialManager> TutorialManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_CharacterState, meta=(AllowPrivateAccess=true))
UCharacterStateComponent* ActiveCharacterState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsInDropPod;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsInEscapePod;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ButtonMemoryDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool IsRunning;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool CanDash;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DashInputWindow;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DashFowardMovementMinRequirement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DashRightMovementMaxRequirement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DashControllerMinValueRequired;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float DashCooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UStatusEffect> DashStatusEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ForwardInput;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float RightInput;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ControllerForwardInput;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ControllerRightInput;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float StoppedRunningTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ShoutPressedTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsUsingItemPressed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsUsingPressed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float UsingDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HeadLightOn, meta=(AllowPrivateAccess=true))
bool HeadLightOn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool IsUsing;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float JumpPressedTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanMove;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanAim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanUseItem;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanChangeItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanMine;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanSalute;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsStandingDown, meta=(AllowPrivateAccess=true))
bool IsStandingDown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool InDanceRange;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsDancing, meta=(AllowPrivateAccess=true))
bool IsDancing;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float DanceStartTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFSDAchievement* HappyFeetAchievement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_DanceMove, meta=(AllowPrivateAccess=true))
int32 DanceMove;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ECharacterCameraMode CameraMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsInCharacterSelectionWorld;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bShouldSpawnAnimEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float IdleTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FPDrinkSalute;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TPDrinkSalute;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UAnimMontage* CurrentSaluteMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UMaterialInterface*> CachedMaterials;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool BlockTrackGrindOnLanded;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString SteamClassID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UMaterialInstanceDynamic* RadarMaterialInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 RadarMaterialAngleParameterIndex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector LastUpdateVisibiltyPos;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector SpawnLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFSDPhysicalMaterial* FallbackPhysicalMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ClientReady;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UCharacterStateComponent* NextCharacterState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool PlayerIsLeavingInDroppod;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanInstantRevive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool HasInitializedPerks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCharacterVanityComponent* CharacterVanity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCameraSpringSettings CameraSpringSettings;
public:
APlayerCharacter();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void UseZipLine(AZipLineProjectile* ZipLine, const FVector& Start, const FVector& End);
UFUNCTION(BlueprintCallable)
void Unparalyze();
protected:
UFUNCTION(BlueprintCallable)
void ToggleScanTool(bool Visible);
UFUNCTION(BlueprintCallable)
void ToggleHUDReleased();
UFUNCTION(BlueprintCallable)
void ToggleHUDPressed();
public:
UFUNCTION(BlueprintCallable)
void ToggleHeadLight();
protected:
UFUNCTION(BlueprintCallable)
void ThrowFlareReleased();
UFUNCTION(BlueprintCallable)
void ThrowFlarePressed();
public:
UFUNCTION(BlueprintCallable)
void ThrowFlare();
protected:
UFUNCTION(BlueprintCallable)
void StopUsingItem();
public:
UFUNCTION(BlueprintCallable)
void StartTutorials(bool ResetTutorials);
UFUNCTION(BlueprintCallable)
void StartPerkActivation(UPerkHUDActivationWidget* PerkActivationWidget, float HoldTime);
UFUNCTION(BlueprintCallable)
UAudioComponent* SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte<EAttachLocation::Type> LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration);
UFUNCTION(BlueprintCallable)
UAudioComponent* SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration);
UFUNCTION(BlueprintCallable)
UAudioComponent* SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration);
protected:
UFUNCTION(BlueprintCallable)
static void ShowSimpleHoldProgress(APlayerController* PlayerController, const FText& InDescription, float InProgress);
public:
UFUNCTION(BlueprintCallable)
void SetStandingDown(bool standingDown);
UFUNCTION(BlueprintCallable)
void SetRadarMaterialInstance(UMaterialInstanceDynamic* matInstance);
UFUNCTION(BlueprintCallable)
void SetOutsideShieldGenerator(AShieldGeneratorActor* Shield);
UFUNCTION(BlueprintCallable)
void SetIsCharacterSelectionModel();
UFUNCTION(BlueprintCallable, Reliable, Server)
void SetInstantUsables(bool Value);
UFUNCTION(BlueprintCallable)
void SetInsideShieldGenerator(AShieldGeneratorActor* Shield);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SetInCharacterSelectionWorld();
UFUNCTION(BlueprintCallable, Reliable, Server)
void SetHeadLight(bool On);
UFUNCTION(BlueprintCallable)
void SetFallbackPhysicalMaterial(UFSDPhysicalMaterial* PhysMat);
UFUNCTION(BlueprintCallable)
void SetCameraMode(ECharacterCameraMode NewCameraMode);
UFUNCTION(BlueprintCallable)
void SetAttached(USceneComponent* AttachTo, bool DelayUntilLanded);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_TriggerDash();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_StartSalute(UAnimMontage* startSalute);
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SpawnEnemies(UEnemyDescriptor* descriptor, int32 Count);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_Shouted();
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetUsing(bool characterIsUsing);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetRunning(bool characterIsRunning);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetRunBoostActive(bool IsActive);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetIsThrowingCarriable(bool isThrowing);
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetIsPressingMovementInput(bool aIsPushingInput);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetIsJumpPressed(bool InJumpPressed);
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetDispenserReward(AEventRewardDispenser* Dispenser, USchematic* Reward);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetClientReady();
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_EscapeFromGrabber();
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatRevive();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatKillAllFriendly();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatKillAll();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatJetBoots();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatGodMode();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatFlyMode(bool Active);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CheatDebugFastMode(bool fast);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CancelThrowingCarriable();
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_CallDonkey();
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_AddToTraceQueue(ADamageEnhancer* Target, FEnhancedTrace Item);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_ActivateTemporaryBuff(UTemporaryBuff* buff);
UFUNCTION(BlueprintCallable)
void SendLevelUpStatistics(const int32 currentRank);
UFUNCTION(BlueprintCallable)
void ReviveProgress(float Progress);
UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
void RequestChangeInGravityScale(float newGravityScale);
protected:
UFUNCTION(BlueprintCallable)
void RejectInvite();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveOnHeadlightOn();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveEscapedFromGrabber();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void Receive_ShowFieldMedicInstantReviveEffects();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void PrepareForEndScreen();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void PilotVehicle(AActor* Vehicle);
UFUNCTION(BlueprintCallable)
void Paralyze(AActor* ParalyzedBy);
protected:
UFUNCTION(BlueprintCallable)
void OpenChat();
UFUNCTION(BlueprintCallable)
void OnResourceFull(UCappedResource* Resource);
UFUNCTION(BlueprintCallable)
void OnRep_IsStandingDown();
UFUNCTION(BlueprintCallable)
void OnRep_IsDancing();
UFUNCTION(BlueprintCallable)
void OnRep_HeadLightOn();
UFUNCTION(BlueprintCallable)
void OnRep_DanceMove();
UFUNCTION(BlueprintCallable)
void OnRep_CharacterState(UCharacterStateComponent* oldState);
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPerkActivationFinished();
protected:
UFUNCTION(BlueprintCallable)
void OnItemEquipped(AItem* Item);
UFUNCTION(BlueprintCallable)
void OnCharacterUsed(APlayerCharacter* User, EInputKeys Key);
UFUNCTION(BlueprintCallable)
void OnCharacterBeginUse(APlayerCharacter* User, EInputKeys Key);
UFUNCTION(BlueprintCallable)
void MouseWheelUp();
UFUNCTION(BlueprintCallable)
void MouseWheelDown();
public:
UFUNCTION(BlueprintCallable)
bool LockIfState(ECharacterState LockIf, ECharacterState LockTo, bool canMoveAndAim);
protected:
UFUNCTION(BlueprintCallable)
void JumpRelease();
UFUNCTION(BlueprintCallable)
void JumpPress();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsWithinDistance(AActor* Source, float Distance) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsWalking() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsUsingPressed() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsUsingItemPressed() const;
protected:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsStateActive(ECharacterState State) const;
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsSaluting() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsParalyzed() const;
UFUNCTION(BlueprintCallable)
bool IsMovementInputPressed();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsMining() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsLyingDown() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsJumpPressed() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsInState(ECharacterState aState) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsFrozen() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsFirstPerson() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsEquipepdActor(AActor* Actor) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsDown() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsAlive() const;
UFUNCTION(BlueprintCallable)
void InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key);
protected:
UFUNCTION(BlueprintCallable)
void IgnoreInvite();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasBeenRevived() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UCharacterUseComponent* GetUseComponent() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UPlayerTPAnimInstance* GetTPAnimInstance() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetTimeSinceLastRevival() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ECharacterState GetPreviousState() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFSDPlayerState* GetPlayerState() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FString GetPlayerName() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFSDPlayerController* GetPlayerController() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UInventoryList* GetInventoryList() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FText GetHeroSwitchToMessage() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FText GetHeroName() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FHeroInfo GetHeroInfo() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UTexture2D* GetHeroIcon() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FLinearColor GetHeroColor() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UPlayerFPAnimInstance* GetFPAnimInstance() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AItem* GetEquippedItem() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetDownTime() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
APlayerCharacter* GetDownCameraTarget() const;
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
USceneComponent* GetDownCameraRotationPoint();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
USceneComponent* GetDownCameraAttachPoint();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
ULightComponent* GetDebugPointLightComponent() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ECharacterState GetCurrentState() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UCommunicationComponent* GetCommunicationComponent() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetClassXP();
UFUNCTION(BlueprintCallable, BlueprintPure)
UCharacterVanityComponent* GetCharacterVanity() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UCharacterStateComponent* GetCharacterStateComponent(ECharacterState State) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetBeginRevivedProgress() const;
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
UUsableComponent* GetBeastMasterUsableComponent() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FString GetAnalyticsClass() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FRotator GetAimRotation() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FVector GetActorGroundLocation() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<AShieldGeneratorActor*> GetActiveShieldGenerators();
UFUNCTION(BlueprintCallable, BlueprintPure)
UPlayerAnimInstance* GetActiveAnimInstance() const;
UFUNCTION(BlueprintCallable)
void ForceIsPressingMovementInputKey();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ExitVehicle();
protected:
UFUNCTION(BlueprintCallable)
void CycleItemUp();
UFUNCTION(BlueprintCallable)
void CycleItemReleased();
UFUNCTION(BlueprintCallable)
void CycleItemPressed();
UFUNCTION(BlueprintCallable)
void CycleItemDown();
public:
UFUNCTION(BlueprintCallable)
void ConsumeCycleItemButton();
protected:
UFUNCTION(BlueprintCallable, Client, Unreliable)
void Client_TargetDamaged(UObject* Health, float Damage, float DamageModifier, bool IsWeakPoint, bool IsRadial);
public:
UFUNCTION(BlueprintCallable, Client, Reliable)
void Client_OpenMinersManual();
UFUNCTION(BlueprintCallable, Client, Reliable)
void Client_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force);
UFUNCTION(BlueprintCallable, Client, Reliable)
void Client_ActivateTemporaryBuff(UTemporaryBuff* buff);
protected:
UFUNCTION(BlueprintCallable, Client, Reliable)
void CheckWithoutAPaddleAchievement();
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ChangeState(ECharacterState NewState);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ChangeIfDifferentState(ECharacterState NewState);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool CanEscapeFromGrabber() const;
protected:
UFUNCTION(BlueprintCallable)
void CallDonkeyReleased();
UFUNCTION(BlueprintCallable)
void CallDonkeyPressed();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void BP_OnUpdateMeshes();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void BP_OnControllerReady();
public:
UFUNCTION(BlueprintCallable)
void AnnounceSchematicCollected(USchematic* InSchematic);
protected:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_StartSalute(UAnimMontage* saluteMontage);
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_ShowImpactEffects(UParticleSystem* Particles, FVector_NetQuantize Location, FVector_NetQuantizeNormal Orientation) const;
public:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_ShowFieldMedicInstantReviveEffects();
UFUNCTION(BlueprintCallable)
void AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse);
UFUNCTION(BlueprintCallable)
void AddImpulseFromVector(const FVector& Vector);
UFUNCTION(BlueprintCallable)
void AddImpulseFromDirectionAndForce(const FVector& Direction, float force);
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void AcknowledgeCharacterState(ECharacterState eState);
UFUNCTION(BlueprintCallable)
void AcceptInvite();
// Fix for true pure virtual functions not being implemented
public:
UFUNCTION(BlueprintCallable)
bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override PURE_VIRTUAL(HasMatchingGameplayTag, return false;);
UFUNCTION(BlueprintCallable)
bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAnyMatchingGameplayTags, return false;);
UFUNCTION(BlueprintCallable)
bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAllMatchingGameplayTags, return false;);
UFUNCTION(BlueprintCallable)
void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(GetOwnedGameplayTags,);
};