#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "AttributeSet.h" #include "GameplayEffectTypes.h" #include "GameplayTagContainer.h" #include "HomebaseNodeGameplayEffectDataTableRow.generated.h" USTRUCT(BlueprintType) struct FORTNITEGAME_API FHomebaseNodeGameplayEffectDataTableRow : public FTableRowBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayAttribute Attribute; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte Operation; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Magnitude; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer ApplicationRequiredTagsContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer RequiredSourceTagsContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer RequiredTargetTagsContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer GrantedTagsContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer IgnoreSourceTagsContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer AssetTagsContainer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AssociatedGEIdx; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AssociatedModifierIdx; FHomebaseNodeGameplayEffectDataTableRow(); };