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29 lines
1006 B
C++
29 lines
1006 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/NetSerialization.h"
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#include "ActiveGameplayModifierHandle.h"
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#include "ActiveGameplayModifier.generated.h"
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class AFortGameplayMutator;
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class UFortGameplayModifierItemDefinition;
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USTRUCT(BlueprintType)
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struct FActiveGameplayModifier : public FFastArraySerializerItem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortGameplayModifierItemDefinition* ModifierDef;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
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FActiveGameplayModifierHandle ModifierHandle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
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TArray<AFortGameplayMutator*> Mutators;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
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int32 Expiration;
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FORTNITEGAME_API FActiveGameplayModifier();
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};
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