32 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"Custom ALS")
37 UFUNCTION(BlueprintCallable, Category = "
Custom ALS")
39 UFUNCTION(BlueprintCallable, Category = "
Custom ALS")
44 UFUNCTION(
Client, Reliable, Category =
"Custom ALS")
45 void ClientAddDeathToKillFeed(
FPlayerDeath PlayerDeath,
bool bPlayerDeath = true);
52 void ClientSetRound(const int32 Num);
63 virtual
void SetupInputComponent() override;
64 virtual
void BindActions(UInputMappingContext* Context) override;
66 virtual UInputMappingContext* GetInputActions()
override {
return DefaultInputMappingContext.Get();};
67 UFUNCTION(BlueprintCallable, Category=
"Controller")
71 UFUNCTION(BlueprintCallable, Category="
Multiplayer")
72 void SetMultiplayerTeamID(const int32 MultiplayerTeam){MultiplayerTeamID = MultiplayerTeam;};
74 UFUNCTION(BlueprintCallable, Category=
"Player Controller|Multiplayer")
82 virtual
void BeginPlay() override;
83 virtual
void OnUnPossess() override;
84 virtual
void OnPossess(APawn* NewPawn) override;
85 virtual
void OnRep_Pawn() override;
87 virtual
void SetAimAssistLevel(const int32 Value) override;
90 virtual
void OnPawnSpawn() override;
91 virtual
void OnPawnSpawnComplete() override;
97 virtual
void ApplySettings(const
USettingsSaveGame* LoadedPlayerSettings) override;
99 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Chat
System")
100 class UChatSystemComponent* ChatSystemComponent;
101 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System")
102 class UQuestPlayerComponent* QuestPlayerComponent;
103 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Aim Assist")
105 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="HUD")
108 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="HUD")
111 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Controller|Tag")
112 FGameplayTagContainer Container;
117 void SetupCustomInputs();
121 void UseAction(const FInputActionValue& Value) const;
123 void ShootAction(const FInputActionValue& Value) const;
125 void ReloadAction(const FInputActionValue& Value) const;
127 void MeleeAction(const FInputActionValue& Value) const;
129 void GrabAction(const FInputActionValue& Value) const;
131 void QuickSaveAction(const FInputActionValue& Value) const;
133 void QuickLoadAction(const FInputActionValue& Value) const;
135 void AutoModeAction(const FInputActionValue& Value) const;
137 void ThrowAction(const FInputActionValue& Value) const;
139 void SwapWeaponAction(const FInputActionValue& Value) const;
141 void HolsterAction(const FInputActionValue& Value) const;
143 void PauseAction(const FInputActionValue& Value);
145 void ChatAction(const FInputActionValue& Value) const;
147 void QuestMenuAction(const FInputActionValue& Value);
149 void PingAction(const FInputActionValue& Value) const;
151 void PingHeldAction(const FInputActionValue& Value) const;
156 void ReportBugAction(const FInputActionValue& Value);
159 void ToggleQuestLogMenu();
161 void ScoreboardMenuAction(const FInputActionValue& Value) const;
164 virtual
void SelectionUpAction(const FInputActionValue& Value) override;
166 virtual
void AimAction(const FInputActionValue& Value) override;
167 virtual
void CameraUpAction(const FInputActionValue& Value) override;
168 virtual
void CameraRightAction(const FInputActionValue& Value) override;
173 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Perception")
175 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Multiplayer")
176 uint8 MultiplayerTeamID = 1;
179 UFUNCTION(BlueprintCallable, Category="Player Options")
180 float CalculateCameraSensitivity(const
float CameraInput) const;
183 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Multiplayer")
184 float MultiplayerDelayTime = 0.3f;
186 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Multiplayer")
187 float PawnSpawnCompleteDelayTime = 0.3f;
190 int32 PawnSpawnAttempts = 0;
191 bool bBindMenuButtonOnce = false;
195 UPROPERTY(EditAnywhere, Category="Controller|
Debug")
196 TSubclassOf<UUserWidget> SubmitReportWidgetClass;
206 FTimerHandle SetupCompleteDelayTimerHandle;
207 FTimerHandle SetupRetryDelayTimerHandle;
210 FTimerHandle SpawnCompleteDelayTimerHandle;
211 FTimerHandle UpdateScoreDelayTimerHandle;