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- #pragma once
- #include "GameFramework/SaveGame.h"
- #include "UStructLibrary.h"
- #include "SG_Evolution.generated.h"
- /**
- *
- */
- UCLASS()
- class EVOLUTIONGAME_API USG_Evolution : public USaveGame
- {
- GENERATED_BODY()
- public:
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- bool FullscreenCheckbox = true;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- bool DeveloperCheckbox = true;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- float QualityValue = 1;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- float InvertX = 2;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- float InvertY = -2;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- float MouseXSensitivity = .5;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- float MouseYSensitivity = .5;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
- FString ResolutionSelection = "";
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Variable")
- FTransform Transform;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Variable")
- float Health = 100;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Structures")
- TArray<FKey> KeybindInputs;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Structures")
- FLevelStruct LevelStruct;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Structures")
- FSoundStruct SoundStruct;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- TArray<int32> DoorsOpened;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- TArray<FSavedItem> SavedItems;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- TArray<int32> SpawnersActivated;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
- TArray<FNPCActor> NPCActors;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- int32 Gold;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- TArray<FInventorySlot> Slots;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
- int32 AmountOfSlots;
- USG_Evolution();
- };
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