#pragma once #include "CoreMinimal.h" #include "FortTierCollectionLayoutOutput.generated.h" class UFortBadgeItemDefinition; USTRUCT(BlueprintType) struct FFortTierCollectionLayoutOutput { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName SpawnCollectionName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName DifficultyRowName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName ModifierProgressionName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AdditiveDifficultyMod; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray RewardBadges; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray StartTierLootTierGroups; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray WaveCompleteLootTierGroups; FORTNITEGAME_API FFortTierCollectionLayoutOutput(); };