#pragma once #include "CoreMinimal.h" #include "Engine/EngineTypes.h" #include "VariantParticleSystemInitializerData.generated.h" class UParticleSystem; class USkeletalMesh; USTRUCT(BlueprintType) struct FVariantParticleSystemInitializerData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName ParticleComponentName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr ParticleSystem; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr MeshToBindTO; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName AttachSocketName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EAttachmentRule LocationRule; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EAttachmentRule RotationRule; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EAttachmentRule ScaleRule; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bWeldSimulatedBodies; FORTNITEGAME_API FVariantParticleSystemInitializerData(); };