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

47 lines
1.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "FakeMoveState.h"
#include "FakeMoverState.h"
#include "FakePhysicsMover.generated.h"
class UFakeMoverSettings;
class USceneComponent;
UCLASS(Blueprintable)
class AFakePhysicsMover : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* Root;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFakeMoverState MoverState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_PosVel, meta=(AllowPrivateAccess=true))
FFakeMoveState PosVel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MoveSettings, meta=(AllowPrivateAccess=true))
UFakeMoverSettings* MoveSettings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float SyncTime;
AFakePhysicsMover();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void Teleport(const FVector& Pos, const FVector& Vel);
UFUNCTION(BlueprintCallable)
void OnRep_PosVel(const FFakeMoveState& NewPosVel);
UFUNCTION(BlueprintCallable)
void OnRep_MoveSettings(const UFakeMoverSettings* NewMoveSettings);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ApplyImpulse(const FVector& Impulse);
};