18 virtual void RegisterPlayer(APlayerController* NewPlayer);
21 UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category=
"Menu System|Lobby")
25 void StartCountdown();
27 void CancelCountdown();
31 void DebugAddPlayerXP(APlayerController* Player, const int32 XP = 100);
33 void DebugSaveProfile(APlayerController* Player);
35 void DebugLoadProfile(APlayerController* Player);
37 void DebugRefreshPlayerList();
41 virtual
void BeginPlay() override;
44 void SetPlayerName(const APlayerController* Player, const FString& Name) const;
47 virtual
void GenericPlayerInitialization(AController* Controller) override;
49 virtual
void PostLogin(APlayerController* NewPlayer) override;
50 virtual
void HandleSeamlessTravelPlayer(AController*& Controller) override;
52 virtual
void SwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC) override;
53 virtual
void Logout(AController* Exiting) override;
57 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Menu System|
Lobby")
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Menu System|
Lobby")
60 bool bAutoStart = false;
63 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Menu System|
Lobby")
67 void StartGame() const;
70 uint32 NumberOfPlayers = 0;
71 uint32 MinNumberOfPlayers = 2;
73 FTimerHandle LoadMapTimerHandle;
75 void NotifyPlayersCountdownStarted(const int32 Delay);
76 void NotifyPlayersCountdownCanceled();
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13