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