#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GameplayTagContainer.h" #include "EFortQuestObjectiveStatEvent.h" #include "FortQuestObjectiveStatTableRow.generated.h" USTRUCT(BlueprintType) struct FFortQuestObjectiveStatTableRow : public FTableRowBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EFortQuestObjectiveStatEvent Type; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString TargetTags; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString SourceTags; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString ContextTags; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString Condition; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString TemplateId; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray AlternateTemplateIds; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FGameplayTagContainer TargetTagContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FGameplayTagContainer SourceTagContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FGameplayTagContainer ContextTagContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bIsCached; FORTNITEGAME_API FFortQuestObjectiveStatTableRow(); };