AwardLevelUpRewards(const FString &PlayerID, const FString &ClassID, int NewLevel) | UPlayerProgressionManager | |
bProgressionTablesLoaded | UPlayerProgressionManager | protected |
GetMatchBonusExperience() const | UPlayerProgressionManager | inline |
GetMaxLevel(const FString &ClassID) | UPlayerProgressionManager | |
GetPlayerProgression(const UObject *WorldContextObject) | UPlayerProgressionManager | static |
GetProgresisonInfo(const FString &ClassID, int Level, FProgressionInfo &ProgressionInfo) const | UPlayerProgressionManager | |
GetProgressionUnlocks(const FString &ClassID, int CurrentLevel, TArray< UCosmeticAssetBase * > &Unlocks, int &Currency) | UPlayerProgressionManager | |
Init(UProjectXGameInstance *GameInstance) | UPlayerProgressionManager | |
LoadFirstMatchRewards() | UPlayerProgressionManager | |
LoadProgressionTables(const FString &ProgressionTableID, std::string cursor="") | UPlayerProgressionManager | |
MatchOfTheDayExperience | UPlayerProgressionManager | protected |
OnNakamaConnected() | UPlayerProgressionManager | |
OnProgressionInfoLoaded | UPlayerProgressionManager | |
ProgressionTable | UPlayerProgressionManager | protected |
ProgressionTableLoadResponse(const FString &ProgressionTableID, std::vector< NAKAMA_NAMESPACE::NStorageObject > FoundProgressionTable) | UPlayerProgressionManager | |
SortWeaponsByUnlockLevel(UPARAM(ref) const TMap< TSubclassOf< UWeaponInstance >, uint8 > &MapIn, TArray< TSubclassOf< UWeaponInstance > > &SortedWeaponList) | UPlayerProgressionManager | static |