72 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Save Game")
74 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Save Game")
76 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Save Game")
77 FString LastSaved = "11/11/11";
78 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Save Game")
79 bool bAutoSave = false;
92 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Server Info")
94 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
95 int32 CurrentPlayers = 0;
96 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
98 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
99 FString HostUsername = "UserName";
100 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
102 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
103 FString GameMode = "DeathMatch";
104 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
106 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
107 bool bPasswordProtected = false;
108 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Server Info")
109 FString Region = "Australia";
118 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Level")
120 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Level")
121 FString LevelLocation = "/Levels/x.map";
123 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
124 class UTexture2D* LevelThumbnail =
nullptr;
125 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
126 FString LevelDescription = "Description";
128 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
129 bool bMultiplayerPlayable = true;
130 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
131 int32 RecommendedNumberOfPlayers = 6;
132 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
133 bool bCampaignPlayable = false;
134 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
135 bool bHordePlayable = false;
136 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
137 bool bDebugMap = false;
140 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "
Level")
141 bool bDefaultMap = false;
152 if(LevelName ==
"Default"){
return false;}
153 if(LevelLocation ==
"/Levels/x.map"){
return false;}
233 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Custom Character")
234 USkeletalMesh* CharacterModel;
235 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Custom Character")
236 UMaterialInterface* CharacterSkin;
237 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Custom Character")
238 UAnimInstance* Emote;
239 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Custom Character")
269 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
"Modal")
271 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Modal")
273 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Modal")
274 FString Title = "Quit";
275 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Modal")
276 FString Description = "Are you sure you want to quit?";
277 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Modal")
278 FString MainButtonText = "Confirm";
279 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Modal")
280 FString CloseButtonText = "Cancel";
282 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Modal")
283 TArray<FString> ExtraButtons;
285 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Modal")
286 TArray<
bool> DisabledExtraButtons;
293 const FString& TitleText,
const FString& DescriptionText,
const FString& MainButton,
const FString& CloseButton)
298 Description = DescriptionText;
299 MainButtonText = MainButton;
300 CloseButtonText = CloseButton;
308 Description =
"Are you sure you want to quit?";
309 MainButtonText =
"Confirm";
310 CloseButtonText =
"Cancel";
320 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=
"Replay")
321 FString ReplayName = "Replay";
323 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Replay")
324 FString FriendlyName = "ReplayFriendlyName";
326 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Replay")
327 FDateTime Timestamp = FDateTime::MinValue();
329 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Replay")
330 int32 LengthInMS = 0;
332 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Replay")
333 bool bIsValid = false;
335 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Replay")
336 int64 SizeInBytes = 0;
338 FReplayInfo(FString NewName, FString NewFriendlyName, const FDateTime NewTimestamp, const int32 NewLengthInMS, const int64 Size)
340 ReplayName = NewName;
341 FriendlyName = NewFriendlyName;
342 Timestamp = NewTimestamp;
343 LengthInMS = NewLengthInMS;
350 ReplayName =
"Replay";
351 FriendlyName =
"ReplayFriendlyName";
352 Timestamp = FDateTime::MinValue();
358 return ReplayName ==
Other.ReplayName;
362 return ReplayName !=
Other.ReplayName;
366 if(ReplayName ==
"Replay"){
return false;}
367 if(LengthInMS == 0){
return false;}
368 if(!bIsValid){
return false;}
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
FModalData(const EMenuSystemModalAlert AlertType, const EMenuSystemModalType StyleType, const FString &TitleText, const FString &DescriptionText, const FString &MainButton, const FString &CloseButton)
Definition MenuData.h:292