26 UFUNCTION(
Client, Reliable, BlueprintCallable, Category =
"Game State")
30 virtual const TArray<
FTeamScoreData>& GetScores()
const override {
return TotalScores;};
34 UFUNCTION(
Client, Reliable, BlueprintCallable, Category=
"Game State")
35 virtual
void SetRound(const int32 Num);
36 virtual int32 GetMultiplayerRound()
override {
return Round;};
39 virtual void UpdatePlayerStates()
override;
46 UFUNCTION(
Client, Reliable, BlueprintCallable, Category =
"Game State")
47 virtual
void SetMultiplayerMatchState(const
FMatchState State);
49 virtual
FMatchState GetMultiplayerMatchState()
const override{
return MultiplayerMatchState;};
53 UFUNCTION(
Client, Reliable, BlueprintCallable, Category =
"Game State")
54 virtual
void ClientRoundOver();
56 UFUNCTION(
Client, Reliable, BlueprintCallable, Category = "Game State")
57 virtual
void ClientAddDeathToKillFeed(
FPlayerDeath PlayerDeath,
bool bPlayerDeath);
59 UFUNCTION(BlueprintPure, Category="Game State")
60 virtual int32 GetGoalScore()
const override {
return GoalScore;};
66 virtual UDataTable* GetFactionRelationshipDataTable()
override;
78 UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category=
"Game State")
90 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Game State")
91 UDataTable* FactionRelationshipDataTable;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13