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

732 lines
28 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Engine/EngineBaseTypes.h"
#include "Engine/GameInstance.h"
#include "FindSessionsCallbackProxy.h"
#include "BoscoChangedDelegate.h"
#include "CravityChangedSignatureDelegate.h"
#include "EAlwaysLoadedWorlds.h"
#include "ECharacterSelectorItemStatus.h"
#include "ECharselectionCameraLocation.h"
#include "EDisconnectReason.h"
#include "EMinersManualSection.h"
#include "ESteamSearchRegion.h"
#include "ESteamServerJoinStatus.h"
#include "FSDServerSearchOptions.h"
#include "ForgingDoneDelegate.h"
#include "GeneratedMissionSignatureDelegate.h"
#include "GenericSignatureDelegate.h"
#include "JoinSignatureDelegate.h"
#include "MinersManualNotificationDelegate.h"
#include "NetworkConnectionInfo.h"
#include "NewPostProcessingManagerDelegate.h"
#include "OnHDRGammaChangedDelegate.h"
#include "OnLoaderStartSigDelegate.h"
#include "OnPlayLevelSequenceInCharacterWorldSigDelegate.h"
#include "OnPrivilegeCheckCompleteDelegate.h"
#include "OnXBoxAccountPickerClosedDelegate.h"
#include "OnXBoxChangeUserDelegate.h"
#include "PlayerCharacterSignatureDelegate.h"
#include "ShowCharacterSelectorEndScreenSignatureDelegate.h"
#include "ShowCharacterSelectorEqiupSlotSignatureDelegate.h"
#include "ShowCharacterSelectorEquipSignatureDelegate.h"
#include "ShowCharacterSelectorRotateSignatureDelegate.h"
#include "ShowCharacterSelectorSignatureDelegate.h"
#include "ShowCharacterWorldSignatureDelegate.h"
#include "ShowReconnectControllerDelegate.h"
#include "ShowViewer3DSignatureDelegate.h"
#include "SkinSignatureDelegate.h"
#include "StartForgingDelegate.h"
#include "Templates/SubclassOf.h"
#include "TemporaryBuffChangedDelegate.h"
#include "TutorialManagerSignatureDelegate.h"
#include "FSDGameInstance.generated.h"
class AActor;
class ABosco;
class ACharacterSelectionSwitcher;
class AFSDPlayerController;
class AMolly;
class APlayerCharacter;
class APlayerController;
class APostProcessingManager;
class AProceduralSetup;
class ATutorialManager;
class IMissionModeManager;
class UMissionModeManager;
class UCampaignManager;
class UDSTelemetryWrapper;
class UDifficultySetting;
class UFSDCloudLoadSave;
class UFSDFriendsAndInvites;
class UFSDGameUserSettings;
class UFSDSaveGame;
class UFSDSendToURL;
class UFSDSessionUpdater;
class UGeneratedMission;
class UGoogleAnalyticsWrapper;
class UHUDWarningWidget;
class UIconGenerationManager;
class UItemSkin;
class ULevelSequence;
class UMissionResultInfo;
class UMouseCursorWidget;
class UMutator;
class UNetDriver;
class UObject;
class USchematic;
class USoundBase;
class USoundSubmix;
class USpecialEvent;
class UTemporaryBuff;
class UTexture2D;
class UWindowWidget;
class UWorld;
UCLASS(Blueprintable, NonTransient)
class FSD_API UFSDGameInstance : public UGameInstance {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSteamServerJoinStatusDelegate, ESteamServerJoinStatus, Status);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSteamSearchRegionDelegate, ESteamSearchRegion, Region);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnStartSearchForFriendsComplete, bool, bWasSuccessful, const FString&, ErrorStr);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FNewHUDWarningDelegate, UHUDWarningWidget*, newWidget);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDonkeyCharacterDelegate, AMolly*, InDonkey);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTemporaryBuffChanged OnTemporaryBuffAdded;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnGameSettingsChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnGraphicsSettingsChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnPressStart;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FJoinSignature OnJoinPendingInvite;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnSkinChangedEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnLoaderStartSig OnLoaderStart;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPlayLevelSequenceInCharacterWorldSig OnPlayLevelSequenceInCharacterWorld;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnLoaderStop;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowCharacterWorldSignature OnCharacterSelectionStart;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FStartForging OnStartForging;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FStartForging OnSkipForging;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FForgingDone OnForgingDone;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnCharacterSelectionStop;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGenericSignature OnShowCharacterSelectionRefresh;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTutorialManagerSignature OnTutorialManagerSet;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPlayerCharacterSignature OnLocalPlayerCharacterSet;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowReconnectController OnShowReconnectScreen;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnXBoxAccountPickerClosed OnXBoxAccountPickerClosed;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnXBoxChangeUser OnXBoxChangeUser;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnHDRGammaChanged OnHDRGammaChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCravityChangedSignature OnGravityChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FNewPostProcessingManager OnNewPostProcessingManager;
UPROPERTY(BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSkinSignature OnPreviewSkinChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ShowingReconnectScreen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<UMouseCursorWidget> MouseCursorWidget;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowCharacterSelectorSignature OnShowCharacterSelector;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowViewer3DSignature OnShowViewer3D;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowCharacterSelectorEqiupSlotSignature OnShowCharacterSelectorEquipSlot;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowCharacterSelectorEquipSignature OnShowCharacterSelectorEquip;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowCharacterSelectorRotateSignature OnShowCharacterSelectorRotate;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShowCharacterSelectorEndScreenSignature OnShowEndScreen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AProceduralSetup* ProceduralSetup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool HasStartedAMission;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString FSDPassword;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool FSDPrivateServer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool SoloSession;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsJoiningInvite;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool FirstTimeInFrontend;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool SessionFirstStartOnSpaceRig;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ShowFirstCharacterSelector;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ShowSaveWarning;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AActor* WorldViewTargetDummy;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMissionResultInfo* MissionResultInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool LoaderSequencePlaying;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString LastPerksLoadout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AActor* CharacterSelectionLastViewTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool HasSeenInfoScreen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FTransform CharacterSelectionViewTargetTransform;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FTransform LoaderViewTargetTransform;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGeneratedMissionSignature OnGeneratedMissionChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDonkeyCharacterDelegate OnDonkeyChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<AMolly> Donkey;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBoscoChanged OnBoscoChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool DEBUGSpawnRandomMissions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 DEBUGFixedPLSSeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 DEBUGSeedOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanPlayOnline;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanCommunicateOnline;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSteamSearchRegionDelegate OnSteamSearchRegionChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSteamServerJoinStatusDelegate OnSteamServerJoinStatusChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnStartSearchForFriendsComplete OnStartSearchForFriendsComplete;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<FString, FString> FriendSessions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UGoogleAnalyticsWrapper* GoogleAnalyticsWI;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UDSTelemetryWrapper* DSTelemetryWrapper;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
USpecialEvent* ForcedMachineEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
USpecialEvent* ForcedOtherEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ShowMinerManualWorkInProgress;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMinersManualNotification OnMinersManualNotification;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FNewHUDWarningDelegate OnNewHUDWarning;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastDreadnaughtKillTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<UWindowWidget> ActiveEscapeMenu;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<APostProcessingManager> PostProcessingManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<ABosco> Drone;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<APlayerCharacter> LocalPlayerCharacter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<ATutorialManager> TutorialManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ACharacterSelectionSwitcher* CharacterSelectionSwitcher;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bGameSettingsChanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFSDServerSearchOptions ServerSearchOptions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ServerSearchActive;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnPrivilegeCheckComplete OnPrivilegeCheckComplete;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsOnPressStartScreen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool HasSeenStartScreen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AProceduralSetup> ProceduralLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UIconGenerationManager> IconGenerationManagerClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UIconGenerationManager* IconGenerationManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UCampaignManager* CampaignManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TScriptInterface<IMissionModeManager> DeepDiveManager;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UGeneratedMission* GeneratedMission;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UDifficultySetting* DesiredDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFSDSaveGame* SaveGame;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EDisconnectReason DisconnectReason;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FString DisconnectErrorCode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UWorld*> AlwaysLoadedWorlds;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ShowCharacterSelectionWorld;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSubclassOf<AActor> Viewer3DClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ShowLoaderWorld;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CharacterSelectionWorldActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool MixerInteractivityEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool LoaderWorldActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ResetHUDWhenReturning;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool MovieModeActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool MovieModeActiveInSpacerig;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool MovieModeStartAtOrigin;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool MovieModeStartWithCameraShake;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
USchematic* ActiveForgeSchematic;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFSDCloudLoadSave* FSDCloudLoadSave;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFSDSessionUpdater* SessionUpdater;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFSDSendToURL* SendToURL;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFSDFriendsAndInvites* FriendsAndInvites;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
double SessionStartTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 SessionStartTimestamp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float InKBytesPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float OutKBytesPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool PreSpawnNigaraParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UTemporaryBuff*> TemporaryBuffs;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<ULevelSequence> NextLoaderSequence;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EAlwaysLoadedWorlds NextLoaderLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<ULevelSequence> DeepDiveLoaderSequence;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<ULevelSequence> DeepDiveLoaderSequence2;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundSubmix* ControllerVibrationSubmix;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundSubmix* ControllerSpeakerSubmix;
public:
UFSDGameInstance();
UFUNCTION(BlueprintCallable)
void UpdateGlobelMissionSeed();
UFUNCTION(BlueprintCallable)
void StopPhotographyInputProcessor();
UFUNCTION(BlueprintCallable)
void StopPersonalAnalytics();
UFUNCTION(BlueprintCallable)
void StartPhotographyInputProcessor();
UFUNCTION(BlueprintCallable)
void StartPersonalAnalytics();
UFUNCTION(BlueprintCallable)
AProceduralSetup* SpawnProcedural();
UFUNCTION(BlueprintCallable)
void SetViewer3DClass(TSubclassOf<AActor> NewClass, ECharselectionCameraLocation Location);
UFUNCTION(BlueprintCallable)
void SetSteamServerJoinStatus(ESteamServerJoinStatus NewStatus);
UFUNCTION(BlueprintCallable)
void SetSteamSearchRegion(ESteamSearchRegion NewRegion);
UFUNCTION(BlueprintCallable)
void SetShouldAdvertiseInServerlist(bool bShouldAdvertise);
UFUNCTION(BlueprintCallable)
void SetServerSearchOptions(const FFSDServerSearchOptions& options);
UFUNCTION(BlueprintCallable)
void SetServerSearchActive(bool Active);
UFUNCTION(BlueprintCallable)
void SetSelectedMission(UGeneratedMission* mission, bool updateSessionSettings);
UFUNCTION(BlueprintCallable)
void SetProceduralMap(TSubclassOf<AProceduralSetup> procedural);
UFUNCTION(BlueprintCallable)
void SetPendingInviteJoinModding(const FBlueprintSessionResult& Result);
UFUNCTION(BlueprintCallable)
void SetOverrideMaxPlayerCount(int32 Count);
UFUNCTION(BlueprintCallable)
void SetMinersManualNotification(EMinersManualSection Section, UObject* IdentifyingObject, FText Text);
UFUNCTION(BlueprintCallable)
void SetLoaderWorldVisible(bool V, bool resetHud);
UFUNCTION(BlueprintCallable)
void SetIsUsingOnlineFeatures(bool bIsOnlineFeatureUsed);
UFUNCTION(BlueprintCallable)
void SetHasSeenInfoScreen();
UFUNCTION(BlueprintCallable)
void SetGlobalMissionSeed(int32 Seed);
UFUNCTION(BlueprintCallable)
void SetFSDPassword(const FString& pw);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void SetEligableForRetirementAssignment(bool eligable);
UFUNCTION(BlueprintCallable)
void SetCharacterSelectionWorldVisible(bool V, ECharselectionCameraLocation cameraLocation, bool resetHud, ECharacterSelectorItemStatus itemStatus);
UFUNCTION(BlueprintCallable)
void SetCharacterSelectionSwitcher(ACharacterSelectionSwitcher* switcher);
UFUNCTION(BlueprintCallable)
void SendSteamInfo();
UFUNCTION(BlueprintCallable)
void ScheduleResetOfWorldsAndGameDataThenOpenLevel(FName LevelName);
UFUNCTION(BlueprintCallable)
void RestoreCursors();
UFUNCTION(BlueprintCallable)
void ResetViewer3DClass();
UFUNCTION(BlueprintCallable)
void ResetSaveGame();
UFUNCTION(BlueprintCallable)
void ResetAlwaysLoadedWorldsAndGameData();
UFUNCTION(BlueprintCallable)
void RemoveBosco();
UFUNCTION(BlueprintCallable)
void RemoveAllTemporaryBuff(APlayerController* PlayerController);
UFUNCTION(BlueprintCallable)
void RefreshIsGameModded();
UFUNCTION(BlueprintCallable)
void PreClientTravelCleanup(APlayerController* PlayerController);
private:
UFUNCTION(BlueprintCallable)
void PostInit(bool reload);
public:
UFUNCTION(BlueprintCallable)
void PairingUsePreviousProfile();
UFUNCTION(BlueprintCallable)
void PairingUseNewProfile();
private:
UFUNCTION(BlueprintCallable)
void OnNewFSDSessionID(const FString& sessionId);
protected:
UFUNCTION(BlueprintCallable)
void OnNetworkFailure(UWorld* World, UNetDriver* NetDriver, TEnumAsByte<ENetworkFailure::Type> failType, const FString& errorMessage);
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnLoadComplete(const FString& MapName);
UFUNCTION(BlueprintCallable)
void LoadSaveGame(UFSDSaveGame* toLoad);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPendingInvitePasswordProtected();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPendingInviteModded();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsMutatorActive(TSubclassOf<UMutator> mutatorClass) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsGameModded();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsFreeBeerRewardActive() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsCharacterSelectionWorldVisible() const;
UFUNCTION(BlueprintCallable)
bool IsCampaignMission();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasTooManyModsEnabled() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasSignedIn();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasRandomBeerBuff() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasPendingInvite() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasPendingActivity() const;
UFUNCTION(BlueprintCallable)
bool HasAnalytics();
UFUNCTION(BlueprintCallable)
void GraphicsUserSettingsChanged();
UFUNCTION(BlueprintCallable)
void GiveTemporaryBuff(UTemporaryBuff* buff, APlayerCharacter* Player);
UFUNCTION(BlueprintCallable, BlueprintPure)
FVector2D GetViewportSize();
UFUNCTION(BlueprintCallable, BlueprintPure)
TSoftClassPtr<AProceduralSetup> GetSoftReferenceToPLS();
UFUNCTION(BlueprintCallable)
TArray<FBlueprintSessionResult> GetServersFriendsArePlaying(TArray<FBlueprintSessionResult> servers);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static FString GetSeedString(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetOverrideMaxPlayerCount() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<UMutator*> GetMutators(TSubclassOf<UMutator> mutatorClass) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetMaxPublicConnections() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetMaxAllowedMods() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFSDPlayerController* GetLocalFSDPlayerController() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UIconGenerationManager* GetIconGenerationManager() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetHasSeenInfoScreen();
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetGlobalMissionSeed() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UGeneratedMission* GetGeneratedMission() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
UMutator* GetFirstMutator(TSubclassOf<UMutator> mutatorClass) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FString GetDisconnectErrorCode() const;
protected:
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<FNetworkConnectionInfo> GetConnectionInfo();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
APlayerCharacter* GetCharacterSelectorCharacter();
UFUNCTION(BlueprintCallable)
void GameUserSettingsChanged();
UFUNCTION(BlueprintCallable)
void CloseSessionLobby();
UFUNCTION(BlueprintCallable)
void ClearDisconnectError();
UFUNCTION(BlueprintCallable)
void ChangeSkinPreview(UItemSkin* PreviewSkin);
UFUNCTION(BlueprintCallable)
void CancelJoin();
private:
UFUNCTION(BlueprintCallable)
void CachePSOsOnCommand();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ApplyGameUserSettings(UFSDGameUserSettings* Settings);
UFUNCTION(BlueprintCallable)
UHUDWarningWidget* AddWarningToHUD(TSubclassOf<UHUDWarningWidget> WidgetClass, UTexture2D* Texture, USoundBase* PingSound);
UFUNCTION(BlueprintCallable)
void AddToFriendSessions(const FString& friendSessionId, const FString& friendName);
UFUNCTION(BlueprintCallable)
void AddStatValue(const FString& Key, float Value);
UFUNCTION(BlueprintCallable)
void AddStatCount(const FString& Key, int32 Count);
};