Space Plunder
Loading...
Searching...
No Matches
ReplaySpectatorController.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "GameFramework/PlayerController.h"
7#include "ReplaySpectatorController.generated.h"
8
12UCLASS()
13class MENUSYSTEM_API AReplaySpectatorController : public APlayerController
14{
15 GENERATED_BODY()
16
17public:
18
19 AReplaySpectatorController(const FObjectInitializer& ObjectInitializer);
20
21
22protected:
23
24 virtual void BeginPlay() override;
25
26 // for saving Anti-Aliasing and Motion-Blur settings during Pause State \*/
27 int32 PreviousAASetting = 0;
28 int32 PreviousMBSetting = 0;
29
30 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Replay")
31 class UReplayViewer* ReplayViewerWidget;
32
33 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Replay")
34 TSubclassOf<class UReplayViewer> ReplayViewerWidgetClass;
35
36public:
37 //\*\* Set the Paused State of the Running Replay to bDoPause. Return new Pause State \*/
38 UFUNCTION(BlueprintCallable, Category = "Replay")
39 bool SetCurrentReplayPausedState(const bool bPause);
40
41 UFUNCTION(BlueprintCallable, Category = "Replay")
42 void RestartReplay();
43
44 //- Does nothing.. //
45 UFUNCTION(BlueprintCallable, Category = "Replay")
46 void RewindReplay();
47
49 UFUNCTION(BlueprintCallable, Category = "Replay")
50 int32 GetCurrentReplayTotalTimeInSeconds() const;
51
53 UFUNCTION(BlueprintCallable, Category = "Replay")
54 int32 GetCurrentReplayCurrentTimeInSeconds() const;
55
57 UFUNCTION(BlueprintCallable, Category = "Replay")
58 void SetCurrentReplayTimeToSeconds(const int32 Seconds) const;
59
61 UFUNCTION(BlueprintCallable, Category = "Replay")
62 void SetCurrentReplayPlayRate(const float PlayRate = 1.f) const;
63
64 UFUNCTION(BlueprintCallable, Category = "Replay")
65 void SetReplayCheckpoint() const;
66
67 UFUNCTION(BlueprintCallable, Category = "Replay")
68 void OpenReplayMenu();
69
70private:
71 bool bReplayMenuOpen = false;
72 // UFUNCTION(BlueprintCallable, Category = "Replay")
73 // void GoToNextCheckpoint() const;
74
75};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition ReplaySpectatorController.h:14
The UI widget for controlling the Replay Clips.
Definition ReplayViewer.h:23