#pragma once #include "CoreMinimal.h" #include "AttributeSet.h" #include "FortPieSliceSpawnData.h" #include "ControlPointSpawnData.generated.h" USTRUCT(BlueprintType) struct FControlPointSpawnData : public FFortPieSliceSpawnData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat SpawnDelayTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat SafeZonePhaseWhenToSpawn; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat SafeZonePhaseWhereToSpawn; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat EnableDelayTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat EnableInSafeZonePhase; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat DisableDelayTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat DisableInSafeZonePhase; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat PointsEarnedPerSecond; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat BonusPointsEarnedPerSecond; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat bIgnoreForOrderMessaging; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 IconMaterialIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bAlwaysInPlay; FORTNITEGAME_API FControlPointSpawnData(); };