LEAP Documentation 40220
Documentation for the LEAP project
SaveManager.h
Go to the documentation of this file.
1// Copyright Blue Isle Studios Inc 2018. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "ProjectXSaveGame.h"
7#include "UObject/NoExportTypes.h"
8#include "GameFramework/GameUserSettings.h"
9#include "SaveManager.generated.h"
10
11#define MINIMUM_INPUT_SCALE 0.1f
12#define MAXIMUM_INPUT_SCALE 5.0f
13#define DEFAULT_INPUT_SCALE_X 2.5f
14#define DEFAULT_INPUT_SCALE_Y 1.75f
15#define MINIMUM_ADS_MUTIPLIER 0.0f
16#define MAXIMUM_ADS_MUTIPLIER 1.0f
17#define DEFAULT_ADS_MUTIPLIER 1.0f
18#define DEFAULT_GAMMA 2.0f
19#define DEFAULT_BLOOM true
20#define DEFAULT_CAMERA_MOTION_EFFECTS true
21#define DEFAULT_NVIDIA_REFLEX_STATS true
22#define DEFAULT_DLSS 2.0f
23#define MIN_DLSS 0.0f
24#define MAX_DLSS 3.0f
25#define MIN_GAMMA 1.5f
26#define MAX_GAMMA 2.5f
27#define DEFAULT_NVIDIA_REFLEX 0.0f;
28#define DEFAULT_MOTION_BLUR true
29#define SLOTNAME "ProjectXSaveData"
30
31#define DEFAULT_MASTER_VOLUME 1.0f
32#define DEFAULT_MUSIC_VOLUME 1.0f
33#define DEFAULT_VOIP_VOLUME 1.0f
34#define DEFAULT_EFFECTS_VOLUME 1.0f
35#define DEFAULT_AMBIENT_VOLUME 1.0f
36#define DEFAULT_INTERFACE_VOLUME 1.0f
37#define DEFAULT_ANNOUNCER_VOLUME 1.0f
38#define DEFAULT_FOV 90.0f;
39#define MIN_VOLUME_SETTING 0.0f
40#define MAX_VOLUME_SETTING 1.0f
41#define MIN_FOV_SETTING 70.0f
42#define MAX_FOV_SETTING 110.0f
43
44#define DEFAULT_HIDE_EMPTY_SERVER false;
45#define DEFAULT_HIDE_CUSTOM_SERVER false;
46#define DEFAULT_HIDE_FULL_SERVER false;
47#define DEFAULT_HIDE_OFFICIAL_SERVER false;
48#define DEFAULT_HIDE_VERSION_MISMATCH true;
49#define DEFAULT_HIDE_ANTI_CHEAT false;
50#define DEFAULT_HIDE_MOD_SERVER false;
51#define DEFAULT_HIDE_PASSWORD_PROTECTED_SERVER false;
52#define DEFAULT_REGION_FILTER "";
53#define DEFAULT_SORT_PARAMETER 0;
54#define DEFAULT_FIRST_RUN true;
55#define DEFAULT_HOLD_FOR_VEHICLE_SPAWN false;
56#define DEFAULT_SPAWN_IN_PERSONAL_VEHICLE true;
57#define DEFAULT_AUTO_CLAMBER true;
58#define DEFAULT_DAMAGE_TEXT_ENABLED true;
59#define DEFAULT_INCOMING__DAMAGE_IS_3D true;
60#define DEFAULT_PUSH_TO_TALK true;
61#define DEFAULT_SUBTITLES true;
62#define DEFAULT_CULTURE_INDEX 0;
63#define DEFAULT_MATURITY_FILTER true;
64#define DEFAULT_MOUSE_SMOOTHING false;
65#define DEFAULT_FOV_SCALING true;
66#define DEFAULT_DESCENDING true;
67#define DEFAULT_PV_CAMERA_SMOOTHING true;
68
69#define INPUT_VERSION (int)6;
70
72class UReflexBlueprintLibrary;
73
75
76UCLASS()
77class PROJECTX_API USaveManager : public UGameUserSettings
78{
79 GENERATED_BODY()
80
81public:
82 static TWeakObjectPtr<class UProjectXSaveGame> LoadedGameData;
84 UFUNCTION(BlueprintPure, Category = "Game Settings")
85 static USaveManager* GetProjectXGameUserSettings();
86
88 UFUNCTION(BlueprintPure, Category = "Game Settings")
89 static class UProjectXSaveGame* GetSaveData();
90
91 /* This is the override from the UGameUserSettings. It's important to create an implementation to it so we have our defaults when generating the GameUserSetings.ini */
92 virtual void SetToDefaults() override;
93
94 UFUNCTION(BlueprintCallable, Category = "Game Settings")
95 static void SetGameSettingsToDefaults();
96 UFUNCTION(BlueprintCallable, Category = "Game Settings")
97 static void ApplyGameSettings(bool bCheckForCommandLineOverrides, UObject* WorldContextObject, bool bCalledFromSettingsMenu = false);
98 UFUNCTION(BlueprintCallable, Category = "Game Settings")
99 static void ApplyGammaSetting(UObject* WorldContextObject);
100 UFUNCTION(BlueprintCallable, Category = "Game Settings")
101 static void ApplyCultureSetting(UObject* WorldContextObject, bool bReload = false);
102 UFUNCTION(BlueprintCallable, Category = "Game Settings")
103 static void ApplyDLSS(UObject* WorldContextObject);
104 UFUNCTION(BlueprintCallable, Category = "Game Settings")
105 static void ApplyReflex();
106 virtual void ApplySettings(bool bCheckForCommandLineOverrides) override;
107 static void Cleanup();
108
109 UFUNCTION(BlueprintPure, Category = "Game Settings|Defaults")
110 static float GetADSMultiplier();
111 UFUNCTION(BlueprintPure, Category = "Game Settings|Defaults")
112 static FVector2D GetMinMaxGamma() { return FVector2D(MIN_GAMMA, MAX_GAMMA); }
113 UFUNCTION(BlueprintPure, Category = "Game Settings|Defaults")
114 static float GetDefaultGamma() { return DEFAULT_GAMMA; }
115 UFUNCTION(BlueprintPure, Category = "Game Settings|Defaults")
116 static FVector2D GetMinMaxInputScale() { return FVector2D(MINIMUM_INPUT_SCALE, MAXIMUM_INPUT_SCALE); }
117 UFUNCTION(BlueprintPure, Category = "Game Settings|Defaults")
118 static FVector2D GetDefaultInputScale() { return FVector2D(DEFAULT_INPUT_SCALE_X, DEFAULT_INPUT_SCALE_Y); }
119 UFUNCTION(BlueprintPure, Category = "Game Settings|Defaults")
120 static FVector2D GetMinMaxFOV() { return FVector2D(MIN_FOV_SETTING, MAX_FOV_SETTING); }
121
122 UFUNCTION(BlueprintPure, Category = "Game Settings|Controls")
123 static float GetInputVerticalScale();
124 UFUNCTION(BlueprintPure, Category = "Game Settings|Controls")
125 static float GetInputHorizontalScale();
126 UFUNCTION(BlueprintPure, Category = "Game Settings|Controls")
127 static float GetInputADSVerticalScale();
128 UFUNCTION(BlueprintPure, Category = "Game Settings|Controls")
129 static float GetInputADSHorizontalScale();
130 UFUNCTION(BlueprintPure, Category = "Game Settings|Controls")
131 static bool GetInputLookInversion();
132 UFUNCTION(BlueprintCallable, Category = "Game Settings")
133 static void SetADSMultiplier(float ADSMultiplier);
134 UFUNCTION(BlueprintCallable, Category = "Game Settings|Controls")
135 static void SetInputVerticalScale(float InputVerticalScale);
136 UFUNCTION(BlueprintCallable, Category = "Game Settings|Controls")
137 static void SetInputHorizontalScale(float InputHorizontalScale);
138 UFUNCTION(BlueprintCallable, Category = "Game Settings|Controls")
139 static void SetInputADSVerticalScale(float InputADSVerticalScale);
140 UFUNCTION(BlueprintCallable, Category = "Game Settings|Controls")
141 static void SetInputADSHorizontalScale(float InputADSHorizontalScale);
142 UFUNCTION(BlueprintCallable, Category = "Game Settings|Controls")
143 static void SetInputLookInversion(bool bInputLookInversion);
144
145 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
146 static void SetMotionBlurEnabled(bool bEnabled);
147 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
148 static bool GetMotionBlurEnabled();
149 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
150 static void SetDLSS(float DLSS);
151 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
152 static float GetDLSS();
153 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
154 static void SetReflex(float Reflex);
155 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
156 static float GetReflex();
157 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
158 static void SetGamma(float Gamma);
159 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
160 static float GetGamma();
161 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
162 static void SetBloom(bool bInEnableBloom);
163 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
164 static bool GetBloom();
165 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
166 static void SetCameraMotionEffects(bool bInCameraMotionEffects);
167 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
168 static bool GetCameraMotionEffects();
169 UFUNCTION(BlueprintCallable, Category = "Game Settings|Graphics")
170 static void SetNVIDIAReflexStats(bool bInNVIDIAReflexStats);
171 UFUNCTION(BlueprintPure, Category = "Game Settings|Graphics")
172 static bool GetNVIDIAReflexStats();
173
174 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
175 static void SetCameraAnimationToggleState(bool bToggle);
176 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
177 static bool GetCameraAnimationToggleState();
178
179 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
180 static void SetVisualHitmarkersEnabled(bool bNewVisualHitmarkerstEnabled);
181 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
182 static bool GetVisualHitmarkersEnabled();
183
184 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
185 static void SetFOV(float DesiredFOV);
186 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
187 static float GetFOV();
188
189 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
190 static void SetMouseSmoothing(bool bInEnableMouseSmoothing);
191 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
192 static bool GetMouseSmoothing();
193
194 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
195 static void SetFOVScaling(bool bInEnableFOVScaling);
196 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
197 static bool GetFOVScaling();
198
199 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
200 static void SetSpawnInPersonalVehicle(bool bNewSpawnInPV);
201 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
202 static bool GetSpawnInPersonalVehicle();
203 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
204 static void SetAutoClamber(bool bNewAutoClamber);
205 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
206 static bool GetAutoClamber();
207 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
208 static void SetDamageTextEnabled(bool bNewDamageTextEnabled);
209 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
210 static bool GetDamageTextEnabled();
211 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
212 static void SetIncomingDamageIndicatorIs3D(bool bNewIncomingDamageIndicatorIs3D);
213 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
214 static bool GetIncomingDamageIndicatorIs3D();
215 UFUNCTION(BlueprintCallable, Category = "Game Settings|Gameplay")
216 static void SetPVCameraSmoothing(bool bInPVCameraSmoothing);
217 UFUNCTION(BlueprintPure, Category = "Game Settings|Gameplay")
218 static bool GetPVCameraSmoothing();
219
220 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
221 static void SetMasterVolume(float Volume);
222 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
223 static float GetMasterVolume();
224 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
225 static void SetMusicVolume(float Volume);
226 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
227 static float GetMusicVolume();
228 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
229 static void SetVOIPVolume(float Volume);
230 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
231 static float GetVOIPVolume();
232 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
233 static void SetEffectsVolume(float Volume);
234 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
235 static float GetEffectsVolume();
236 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
237 static void SetAmbientVolume(float Volume);
238 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
239 static float GetAmbientVolume();
240 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
241 static void SetInterfaceVolume(float Volume);
242 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
243 static float GetInterfaceVolume();
244 UFUNCTION(BlueprintCallable, Category = "Game Settings|Audio")
245 static void SetAnnouncerVolume(float Volume);
246 UFUNCTION(BlueprintPure, Category = "Game Settings|Audio")
247 static float GetAnnouncerVolume();
248
249 UFUNCTION(BlueprintCallable,BlueprintPure, Category = "Game Settings|Server")
250 static bool GetHideEmptyServer();
251 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
252 static void SetHideEmptyServer(bool bHideEmptyServers);
253 UFUNCTION(BlueprintCallable, BlueprintPure,Category = "Game Settings|Server")
254 static bool GetHideCustomServer();
255 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
256 static void SetHideCustomServer(bool bHideCustomServers);
257 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
258 static bool GetHideFullServer();
259 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
260 static void SetHideFullServer(bool bHideFullServers);
261 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
262 static bool GetHideOfficialServer();
263 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
264 static void SetHideOfficialServer(bool bHideOfficialServers);
265 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
266 static bool GetHideVersionMismatch();
267 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
268 static void SetHideVersionMismatch(bool bHideVersionMismatchServers);
269 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
270 static void SetHideAntiCheat(bool bHideAntiCheat);
271 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
272 static bool GetHideAntiCheat();
273 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
274 static void SetHideModServer(bool bHideModeServer);
275 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
276 static bool GetHideModeServer();
277 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
278 static void SetHidePasswordProtectedServer(bool bHidePasswordProtectedServer);
279 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
280 static bool GetHidePasswordProtectedServer();
281 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
282 static void SetHoldToSpawnVehicle(bool bHoldToSpawnVehicle);
283 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
284 static bool GetHoldToSpawnVehicle();
285 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
286 static FString GetRegionFilter();
287 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
288 static void SetRegionFilter(const FString& RegionFilter);
289 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
290 static ESortParameter GetSortParameter();
291 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
292 static void SetSortParameter(ESortParameter SortParameter);
293 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game Settings|Server")
294 static bool GetDescendingSort();
295 UFUNCTION(BlueprintCallable, Category = "Game Settings|Server")
296 static void SetDescendingSort(bool bDescending);
297 UFUNCTION(BlueprintCallable, Category = "PlayerSave")
298 static int GetSavedInputVersion();
299 UFUNCTION(BlueprintCallable, Category = "PlayerSave")
300 static void SetSavedInputVersion(int NewSavedInputVersion);
301 UFUNCTION(BlueprintCallable, Category = "PlayerSave")
302 static bool ShouldIncrementSavedInputVersion();
303 UFUNCTION(BlueprintCallable, Category = "PlayerSave")
304 static void SetIsFirstRun(bool bFirstRun);
305 UFUNCTION(BlueprintPure,Category = "PlayerSave")
306 static bool IsFirstRun();
307 UFUNCTION(BlueprintCallable, Category = "PlayerSave")
308 static void SetCultureIndex(int32 CultureIndex);
309 UFUNCTION(BlueprintPure, Category = "PlayerSave")
310 static int32 GetCultureIndex();
311
312 UFUNCTION(BlueprintCallable, Category = "Game Settings| Audio")
313 static void SetPushToTalk(const bool bInPushToTalk);
314 UFUNCTION(BlueprintCallable, Category = "Game Settings| Audio")
315 static bool GetPushToTalk();
316
317 UFUNCTION(BlueprintCallable, Category = "Game Settings")
318 static void SetMaturityFilter(const bool bInMaturityFilter);
319 UFUNCTION(BlueprintPure, Category = "Game Settings")
320 static bool GetMaturityFilter();
321
322 UFUNCTION(BlueprintCallable)
323 static void SetMuteListText(const TArray<FString>& MutelistText);
324 UFUNCTION(BlueprintCallable)
325 static void GetMuteListText(TArray<FString>& OutArray);
326
327 UFUNCTION(BlueprintCallable)
328 static void SetUninspectedNewItemsShortCodes(const TArray<FString>& NewUninspectedNewItemsShortCodes);
329 UFUNCTION(BlueprintCallable)
330 static void GetUninspectedNewItemsShortCodes(TArray<FString>& OutArray);
331 UFUNCTION(BlueprintCallable)
332 static void RemoveUninspectedNewItem(FString ItemShortCode, UObject* WorldContextObject);
333 UFUNCTION(BlueprintCallable)
334 static bool IsItemUninspected(FString ItemShortCode);
335 UFUNCTION(BlueprintCallable)
336 static void ReadAllUninspectedNewItemsShortCodes();
337
338 UFUNCTION(BlueprintCallable, Category = "Game Settings| Audio")
339 static void SetSubtitles(const bool bInSubtitles);
340 UFUNCTION(BlueprintCallable, Category = "Game Settings| Audio")
341 static bool GetSubtitles();
342
343 UFUNCTION(BlueprintCallable)
344 static void AddNewSteamToNakamaID(const FString& SteamID, const FString& NakamaID);
345 UFUNCTION(BlueprintCallable)
346 static bool GetNakamaIDFromSteamID(const FString& SteamID, FString& FoundNakamaID);
347 UFUNCTION(BlueprintCallable)
348 static TMap<FString,FString>& GetSteamToNakamaIDMap();
349
350 UPROPERTY(BlueprintAssignable, Category = "Settings")
351 FOnSettingsApplied OnSettingsApplied;
352
353protected:
354 UPROPERTY(config)
355 bool bIncomingDamageIndicatorIs3D = true;
356 UPROPERTY(config)
357 bool bDamageTextEnabled = true;
358 UPROPERTY(config)
359 bool bMotionBlurEnabled = true;
360 UPROPERTY(config)
361 bool bCameraAnimations = true;
362 UPROPERTY(config)
363 bool bVisualHitmarkersEnabled = true;
364 UPROPERTY(config)
365 bool bInputLookInversion = false;
366 UPROPERTY(config)
367 float InputHorizontalScale = 1.0f;
368 UPROPERTY(config)
369 float InputVerticalScale = 1.0f;
370 UPROPERTY(config)
371 float InputADSHorizontalScale = 1.0f;
372 UPROPERTY(config)
373 float InputADSVerticalScale = 1.0f;
374 UPROPERTY(config)
375 float ADSSensitivityMultiplier = 1.0f;
376 UPROPERTY(config)
377 float FOV = 90.0f;
378 UPROPERTY(config)
379 float Gamma = 1.0f;
380 UPROPERTY(config)
381 bool Bloom = true;
382 UPROPERTY(config)
383 bool bEnableNVIDIAReflexStats = false;
384 UPROPERTY(config)
385 bool CameraMotionEffects = true;
386 UPROPERTY(config)
387 float DLSS = 2.0f;
388 UPROPERTY(config)
389 float Reflex = 0.0f;
390 UPROPERTY(config)
391 float MasterVolume = 1.0f;
392 UPROPERTY(config)
393 float MusicVolume = 1.0f;
394 UPROPERTY(config)
395 float VOIPVolume = 1.0f;
396 UPROPERTY(config)
397 float EffectsVolume = 1.0f;
398 UPROPERTY(config)
399 float AmbientVolume = 1.0f;
400 UPROPERTY(config)
401 float InterfaceVolume = 1.0f;
402 UPROPERTY(config)
403 float AnnouncerVolume = 1.0f;
404 UPROPERTY(config)
405 bool bHideEmptyServer = false;
406 UPROPERTY(config)
407 bool bHideCustomServer = false;
408 UPROPERTY(config)
409 bool bHideFullServer = false;
410 UPROPERTY(config)
411 bool bHideOfficialServer = false;
412 UPROPERTY(config)
413 bool bHideVersionMismatch = true;
414 UPROPERTY(config)
415 bool bHideAntiCheat = false;
416 UPROPERTY(config)
417 bool bHideModServer = false;
418 UPROPERTY(config)
419 bool bHidePasswordProtectedServer = false;
420 UPROPERTY(config)
421 bool bSpawnInPV = true;
422 UPROPERTY(config)
423 bool bAutoClamber = true;
424 UPROPERTY(Config)
425 FString RegionFilter = "";
426 UPROPERTY(Config)
427 uint8 SortParameter = 4;
428 UPROPERTY(Config)
429 bool bDescendingSort = true;
430 UPROPERTY(Config)
431 bool bHoldForVehicleSpawn = false;
432 UPROPERTY(Config)
433 bool bPushToTalkEnabled = true;
434 UPROPERTY(Config)
435 int SavedInputVersion = 0;
436 UPROPERTY(Config)
437 bool bIsFirstRun = true;
438 UPROPERTY(Config)
439 int32 CultureIndex = 0;
440 UPROPERTY(Config)
441 bool bMaturityFilter = true;
442 UPROPERTY(Config)
443 bool bSubtitlesEnabled = true;
444 UPROPERTY(config)
445 bool bEnableMouseSmoothing = true;
446 UPROPERTY(config)
447 bool bEnableFOVScaling = true;
448 UPROPERTY(config)
449 bool bPVCameraSmoothing = true;
450 UPROPERTY(Config)
451 TArray<FString> MutelistText;
452 //The list of items we have been awarded but not inspected yet
453 UPROPERTY()
454 TArray<FString> UninspectedNewItemsShortCodes;
455 UPROPERTY()
456 TMap<FString,FString> SteamToNakamaIDs = TMap<FString,FString>();
457
458 bool bAsyncSaving = false;
459};
ESortParameter
Definition: ProjectXGameInstance.h:173
#define MINIMUM_INPUT_SCALE
Definition: SaveManager.h:11
#define MAXIMUM_INPUT_SCALE
Definition: SaveManager.h:12
#define MIN_FOV_SETTING
Definition: SaveManager.h:41
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnSettingsApplied)
#define MAX_GAMMA
Definition: SaveManager.h:26
#define MIN_GAMMA
Definition: SaveManager.h:25
#define DEFAULT_INPUT_SCALE_Y
Definition: SaveManager.h:14
#define DEFAULT_INPUT_SCALE_X
Definition: SaveManager.h:13
#define DEFAULT_GAMMA
Definition: SaveManager.h:18
#define MAX_FOV_SETTING
Definition: SaveManager.h:42
Definition: ProjectXCharacter.h:128
Definition: ProjectXSaveGame.h:16
Definition: SaveManager.h:78
static TWeakObjectPtr< class UProjectXSaveGame > LoadedGameData
Definition: SaveManager.h:82