#pragma once #include "CoreMinimal.h" #include "AttributeSet.h" #include "Styling/SlateBrush.h" #include "Templates/SubclassOf.h" #include "WaxVisibilityModifiers.generated.h" class UGameplayEffect; USTRUCT(BlueprintType) struct FWaxVisibilityModifiers { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat UI_VisibilityMode; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSlateBrush CompassIndicator; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FSlateBrush MinimapIndicator; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> TemporarilyGrantedEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> PermanentlyGrantedEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat DistanceConsideredCloseForUI; FORTNITEGAME_API FWaxVisibilityModifiers(); };