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28 lines
956 B
C++
28 lines
956 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/NetSerialization.h"
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#include "ActiveGameplayModifier.h"
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#include "ActiveGameplayModifierArray.generated.h"
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USTRUCT(BlueprintType)
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struct FActiveGameplayModifierArray : public FFastArraySerializer {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FActiveGameplayModifier> Items;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FActiveGameplayModifier> DeferredGameplayModifiers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
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int32 ModifierHandleGenerator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
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bool bSupportRuntimeModifierShutdown;
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public:
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FORTNITEGAME_API FActiveGameplayModifierArray();
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};
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