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HUDLayoutWidget.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Blueprint/UserWidget.h"
7#include "HUDLayoutWidget.generated.h"
8
9
10UCLASS()
11class CUSTOMALS_API UHUDLayoutWidget : public UUserWidget
12{
13 GENERATED_BODY()
14
15public:
16
17 UFUNCTION(BlueprintCallable, Category="HUD")
18 void FadeIn();
19 UFUNCTION(BlueprintImplementableEvent, Category="HUD")
20 void OnFadeIn();
21
22
23 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest")
24 class UOverlay* QuestButtonOverlay;
25 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest")
26 class UOverlay* QuestNotificationOverlay;
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest")
28 class UOverlay* QuestTrackerOverlay;
29 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest")
30 class UOverlay* QuestLogOverlay;
31
32 //@TODO Temp Remove Quest System
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Quest")
34 class UOverlay* QuestSystemOverlay;
35
36
37 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Health")
38 class UOverlay* HealthOverlay;
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
40 class UOverlay* CrosshairOverlay;
41 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
42 class UOverlay* WeaponOverlay;
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Health")
44 class UOverlay* StaminaOverlay;
45 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Health")
46 class UOverlay* DamageIndicatorOverlay;
47
48 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Interaction")
49 class UOverlay* InteractionContextOverlay;
50
51 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Multiplayer")
52 class UOverlay* ScoreOverlay;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Multiplayer")
54 class UOverlay* KillFeedOverlay;
55 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Multiplayer")
56 class UOverlay* ChatWindowOverlay;
57 //- Game Menus
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Multiplayer")
59 class UOverlay* ScoreboardOverlay;
60
61
62 // UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Weapons")
63 // class UOverlaySlot* CrosshairOverlay;
64
65
66};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition Health.Build.cs:6
Definition Interaction.Build.cs:6
Definition HUDLayoutWidget.h:12