Space Plunder
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SettingsSaveGame.h
Go to the documentation of this file.
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "
SettingData.h
"
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#include "GameFramework/SaveGame.h"
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#include "SettingsSaveGame.generated.h"
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// USTRUCT()
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// struct FGameplayPlayerOptions
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// {
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// GENERATED_BODY()
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//
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// //~ Gameplay options (Inverted look, etc.) ~//
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// bool bInvertedCamera = false;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// bool bInvertedHorizontalCamera = false;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivity = 0.75f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraHorizontalSensitivity = 0.75f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraVerticalSensitivity = 0.75f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// bool bUseSeparateCameraAxisSensitivity = false;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraAimedSensitivityMultiplier = 0.55f;
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//
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityRifleMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityOneHandPistolMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityTwoHandPistolMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityShotgunMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivitySniperMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityLauncherMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityMeleeMultiplier = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivityBowMultiplier = 1.0f;
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//
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//
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// int32 AimAssistLevel = 1;
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// //~ Gameplay options ~//
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//
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// };
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// USTRUCT()
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// struct FAudioPlayerOptions
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// {
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// GENERATED_BODY()
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//
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// //~ Audio Settings ~//
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float MasterVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float DialogueVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float FootstepsVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float AmbienceVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float MusicVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float UIVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float VoiceVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float SFXVolume = 1.0f;
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// //~ Audio Settings ~//
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//
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// };
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UCLASS
()
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class BASEHELPERS_API
USettingsSaveGame
: public USaveGame
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{
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GENERATED_BODY()
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public
:
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UPROPERTY(EditAnywhere, Category=
"Player Options"
)
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FGameplayPlayerOptions
PlayerOptions;
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UPROPERTY(EditAnywhere, Category="Player Options")
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FAudioPlayerOptions
AudioOptions;
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// //~ Gameplay options (Inverted look, etc.) ~//
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// bool bInvertedCamera = false;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// bool bInvertedHorizontalCamera = false;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraSensitivity = 0.75f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraHorizontalSensitivity = 0.75f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// float CameraVerticalSensitivity = 0.75f;
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// bool bUseSeparateCameraAxisSensitivity = false;
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//
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// UPROPERTY(EditAnywhere, Category="Player Options")
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// int32 AimAssistLevel = 1;
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// //~ Gameplay options ~//
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// //~ Audio Settings ~//
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float MasterVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float DialogueVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float FootstepsVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float AmbienceVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float MusicVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float UIVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float VoiceVolume = 1.0f;
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// UPROPERTY(EditAnywhere, Category="Audio")
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// float WeaponsVolume = 1.0f;
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// //~ Audio Settings ~//
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};
UCLASS
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition
ChatSystemComponent.h:13
SettingData.h
USettingsSaveGame
Definition
SettingsSaveGame.h:88
FAudioPlayerOptions
Definition
SettingData.h:58
FGameplayPlayerOptions
Definition
SettingData.h:10
SpaceAdventure
Plugins
BaseHelpers
Source
BaseHelpers
Public
Data
SettingsSaveGame.h
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