// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "ReflexBlueprint.generated.h" #define UE_API REFLEX_API UENUM(BlueprintType) enum class EReflexMode : uint8 { Disabled = 0 UMETA(DisplayName="Disabled"), Enabled = 1 UMETA(DisplayName="Enabled"), EnabledPlusBoost = 3 UMETA(DisplayName="Enabled + Boost") }; UCLASS(MinimalAPI) class UReflexBlueprintLibrary : public UBlueprintFunctionLibrary { GENERATED_UCLASS_BODY() UFUNCTION(BlueprintPure, Category="Reflex") static UE_API bool GetReflexAvailable(); UFUNCTION(BlueprintCallable, Category="Reflex") static UE_API void SetReflexMode(const EReflexMode Mode); UFUNCTION(BlueprintPure, Category="Reflex") static UE_API EReflexMode GetReflexMode(); UFUNCTION(BlueprintCallable, Category="Reflex") static UE_API void SetFlashIndicatorEnabled(const bool bEnabled); UFUNCTION(BlueprintPure, Category="Reflex") static UE_API bool GetFlashIndicatorEnabled(); UFUNCTION(BlueprintPure, Category="Reflex") static UE_API float GetGameToRenderLatencyInMs(); UFUNCTION(BlueprintPure, Category="Reflex") static UE_API float GetGameLatencyInMs(); UFUNCTION(BlueprintPure, Category="Reflex") static UE_API float GetRenderLatencyInMs(); }; #undef UE_API