Space Plunder
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StoredData.h
Go to the documentation of this file.
1// Designed by Hitman's Store, 2023
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Engine/DataAsset.h"
7#include "StoredData.generated.h"
8
9USTRUCT(BlueprintType)
11{
12 GENERATED_BODY()
13
14 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
15 float Accel = 0.f;
16
17 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
18 float Damping = 0.f;
19
20 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
21 float Amount = 0.f;
22};
23
24UCLASS(BlueprintType)
25class RECOILANIMATION_API UStoredData : public UDataAsset
26{
27 GENERATED_BODY()
28
29public:
31 static UStoredData* FindDataAsset(const FString& SlotName, const UWorld* const World);
32
34 void SaveData(UPackage* Package, const FString& SlotName);
35
40 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
41 FVector2D PitchAim = FVector2D::ZeroVector;
42
49 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
50 FVector4 YawAim = FVector4(0, 0, 0, 0);
51
58 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
59 FVector4 RollAim = FVector4(0, 0, 0, 0);
60
65 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
66 FVector2D PitchHip = FVector2D::ZeroVector;
67
74 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
75 FVector4 YawHip = FVector4(0, 0, 0, 0);
76
83 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
84 FVector4 RollHip = FVector4(0, 0, 0, 0);
85
90 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
91 FVector2D KickAim = FVector2D::ZeroVector;
92
97 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
98 FVector2D KickAimR = FVector2D::ZeroVector;
99
104 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
105 FVector2D KickAimUp = FVector2D::ZeroVector;
106
111 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
112 FVector2D KickHip = FVector2D::ZeroVector;
113
118 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
119 FVector2D KickHipR = FVector2D::ZeroVector;
120
125 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
126 FVector2D KickHipUp = FVector2D::ZeroVector;
127
129 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
130 FRotator SmoothRot = FRotator::ZeroRotator;
131
133 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
134 FVector SmoothLoc = FVector::ZeroVector;
135
137 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
138 FRotator MultiRot = FRotator(1.f, 1.f, 1.f);
139
141 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
142 FVector MultiLoc = FVector(1.f, 1.f, 1.f);
143
145 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
146 bool bSmoothRoll = false;
147
148 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
149 FVector2D Noise2DTarget = FVector2D::ZeroVector;
150
151 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
152 FVector2D Noise2DAccel = FVector2D::ZeroVector;
153
154 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
155 FVector2D Noise2DZero = FVector2D::ZeroVector;
156
157 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
158 float NoiseAimScalar = 1.f;
159
160 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Pushback")
161 float Pushback = 0.f;
162
163 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Pushback")
164 float PushbackZero = 0.f;
165
166 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Pushback")
167 float PushbackAccel = 0.f;
168
169 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Progression")
170 FProgression PitchProgress;
171
172 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Progression")
173 FProgression ZProgress;
174
175 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Progression")
176 float ProgressAimAlpha = 0.f;
177
179 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Timeline")
180 float PlaybackOffset = 0.f;
181
182 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Timeline")
183 float PlayRate = 1.f;
184
185private:
186 FString GetPackagePath(const FString& SlotName) const;
187};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition StoredData.h:26
Definition StoredData.h:11