66 lines
2.1 KiB
C++
Executable file
66 lines
2.1 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 "CharacterVanitySave.h"
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#include "ItemLoadout.h"
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#include "Templates/SubclassOf.h"
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#include "UpgradeLoadout.h"
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#include "VictoryPoseSave.h"
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#include "CharacterSave.generated.h"
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class APlayerCharacter;
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USTRUCT(BlueprintType)
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struct FCharacterSave {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGuid SavegameID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 XP;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasCompletedRetirementCampaign;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 TimesRetired;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 RetiredCharacterLevels;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasSeenRetirementRewardScreen;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<APlayerCharacter> CharacterClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCharacterVanitySave Vanity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SelectedLoadout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FItemLoadout Loadout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FItemLoadout> Loadouts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FUpgradeLoadout> ItemUpgradeLoadouts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FItemLoadout RandomWeaponLoadout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUpgradeLoadout RandomItemUpgradeLoadouts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVictoryPoseSave VictoryPose;
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public:
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FSD_API FCharacterSave();
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};
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