26 UFUNCTION(BlueprintCallable, Category=
"Dungeon")
27 virtual USceneComponent* GetExitsRootComponent() const = 0;
28 UFUNCTION(BlueprintCallable, Category="Dungeon")
29 virtual int32 GetNumOfExits() const = 0;
32 UFUNCTION(BlueprintCallable, Category="Dungeon|Data")
33 virtual FBox GetRoomBounds() const = 0;
34 UFUNCTION(BlueprintCallable, Category="Dungeon|Data")
37 UFUNCTION(BlueprintCallable, Category="Dungeon")
38 virtual USceneComponent* GetOverlapsRootComponent() const = 0;
39 UFUNCTION(BlueprintCallable, Category="Dungeon")
40 virtual USceneComponent* GetAISpawnsRootComponent() const = 0;
41 UFUNCTION(BlueprintCallable, Category="Dungeon")
42 virtual USceneComponent* GetWeaponSpawnsRootComponent() const = 0;
43 UFUNCTION(BlueprintCallable, Category="Dungeon")
44 virtual USceneComponent* GetLootSpawnsRootComponent() const = 0;
45 UFUNCTION(BlueprintCallable, Category="Dungeon")
46 virtual USceneComponent* GetDoorsRootComponent() const = 0;
47 UFUNCTION(BlueprintCallable, Category="Dungeon")
48 virtual
bool GetShouldRoomSpawnDoorAtEntry(const FRandomStream& Stream) const = 0;
50 UFUNCTION(BlueprintCallable, Category="Dungeon")
51 virtual
void SetRandomStream(const FRandomStream& Stream) = 0;
52 UFUNCTION(BlueprintCallable, Category="Dungeon")
53 virtual
void AddAttachedRoom(AActor* RoomActor) = 0;
54 UFUNCTION(BlueprintCallable, Category="Dungeon")
55 virtual
void SetDynamicMaterial(UMaterialInterface* Material) = 0;
59 UFUNCTION(BlueprintCallable, Category="Dungeon")
60 virtual
void SetReady() = 0;
64 UFUNCTION(BlueprintCallable, Category="Dungeon|Optimization")
65 virtual
void SetOptimizationLevel(const int32
Level) = 0;
66 UFUNCTION(BlueprintCallable, Category="Dungeon|Optimization")
67 virtual
void SetActive(const
bool bActive) = 0;
72 UFUNCTION(BlueprintCallable, Category="Dungeon|
Debug")
73 virtual
void ToggleAllRoomRoofs(const
bool bForceHide) = 0;