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

28 lines
956 B
C++

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