Files
2026-04-22 15:51:07 +02:00

29 lines
1006 B
C++

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