Space Plunder
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PlayerProfileSaveGame.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 "Data/BaseData.h"
7#include "GameFramework/SaveGame.h"
8#include "PlayerProfileSaveGame.generated.h"
9
13UCLASS()
14class MENUSYSTEM_API UPlayerProfileSaveGame : public USaveGame
15{
16 GENERATED_BODY()
17
18public:
19 UPROPERTY(BlueprintReadWrite, Category="Menu System|Save Game")
20 FUserProfile OfflineProfile;
21 UPROPERTY(BlueprintReadWrite, Category="Menu System|Save Game")
22 FUserProfile OnlineProfile;
23
24 UPROPERTY(BlueprintReadWrite, Category="Menu System|Save Game")
26
27
28 //- Last used Options //
29
30 // //~ Gameplay options (Inverted look, etc.) ~//
31 // UPROPERTY(EditAnywhere, Category="Player Options")
32 // bool bInvertedCamera = false;
33 // UPROPERTY(EditAnywhere, Category="Player Options")
34 // bool bInvertedHorizontalCamera = false;
35 // UPROPERTY(EditAnywhere, Category="Player Options")
36 // float CameraSensitivity = 0.75f;
37 // UPROPERTY(EditAnywhere, Category="Player Options")
38 // float CameraHorizontalSensitivity = 0.75f;
39 // UPROPERTY(EditAnywhere, Category="Player Options")
40 // float CameraVerticalSensitivity = 0.75f;
41 // UPROPERTY(EditAnywhere, Category="Player Options")
42 // bool bUseSeparateCameraAxisSensitivity = false;
43 //
44 // UPROPERTY(EditAnywhere, Category="Player Options")
45 // int32 AimAssistLevel = 1;
46 // //~ Gameplay options ~//
47
48
49
50};
EDifficultyLevel
Definition BaseData.h:1052
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition PlayerProfileSaveGame.h:15
Definition BaseData.h:1239