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

43 lines
1.3 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Subsystems/WorldSubsystem.h"
#include "FlareMeta.h"
#include "ShadowQualityChangedDelegate.h"
#include "FlareController.generated.h"
class AActor;
class AFlare;
class AFlareGunProjectile;
class UObject;
UCLASS(Blueprintable)
class UFlareController : public UWorldSubsystem {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FShadowQualityChanged OnShadowQualityChanged;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FFlareMeta> FlaresMeta;
public:
UFlareController();
UFUNCTION(BlueprintCallable)
static void UnregisterFlareGunProjectile(AFlareGunProjectile* flareprj);
UFUNCTION(BlueprintCallable)
static void UnregisterFlare(AFlare* Flare);
UFUNCTION(BlueprintCallable)
static void RegisterFlareGunProjectile(AFlareGunProjectile* flareprj);
UFUNCTION(BlueprintCallable)
static void RegisterFlare(AFlare* Flare);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static AActor* FindFlareNear(UObject* WorldContextObject, FVector Pos, bool allowMoving, float maxLightRadiusFraction);
};