#pragma once #include "CoreMinimal.h" #include "GameplayEffectTypes.h" #include "FortAttributeModifierDisplayData.generated.h" USTRUCT(BlueprintType) struct FFortAttributeModifierDisplayData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayAttribute Attribute; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Value; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte ModifierType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagRequirements SourceTags; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagRequirements TargetTags; FORTNITEUI_API FFortAttributeModifierDisplayData(); };