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ALegendsTale

4.14.3 Conversion SaveGame

Feb 22nd, 2017
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  1. #pragma once
  2.  
  3. #include "GameFramework/SaveGame.h"
  4. #include "UStructLibrary.h"
  5. #include "SG_Evolution.generated.h"
  6. /**
  7.  *
  8.  */
  9. UCLASS()
  10. class EVOLUTIONGAME_API USG_Evolution : public USaveGame
  11. {
  12.     GENERATED_BODY()
  13. public:
  14.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  15.         bool FullscreenCheckbox = true;
  16.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  17.         bool DeveloperCheckbox = true;
  18.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  19.         float QualityValue = 1;
  20.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  21.         float InvertX = 2;
  22.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  23.         float InvertY = -2;
  24.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  25.         float MouseXSensitivity = .5;
  26.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  27.         float MouseYSensitivity = .5;
  28.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Options Variable")
  29.         FString ResolutionSelection = "";
  30.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Variable")
  31.         FTransform Transform;
  32.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Variable")
  33.         float Health = 100;
  34.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Structures")
  35.         TArray<FKey> KeybindInputs;
  36.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Structures")
  37.         FLevelStruct LevelStruct;
  38.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Structures")
  39.         FSoundStruct SoundStruct;
  40.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
  41.         TArray<int32> DoorsOpened;
  42.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
  43.         TArray<FSavedItem> SavedItems;
  44.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
  45.         TArray<int32> SpawnersActivated;
  46.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Checkpoint")
  47.         TArray<FNPCActor> NPCActors;
  48.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
  49.         int32 Gold;
  50.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
  51.         TArray<FInventorySlot> Slots;
  52.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Inventory")
  53.         int32 AmountOfSlots;
  54.  
  55.     USG_Evolution();
  56. };
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