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

38 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "BaseVariantDef.generated.h"
class UTexture2D;
USTRUCT(BlueprintType)
struct FBaseVariantDef {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bStartUnlocked;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIsDefault;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHideIfNotOwned;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag CustomizationVariantTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText VariantName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UTexture2D> PreviewImage;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText UnlockRequirements;
public:
FORTNITEGAME_API FBaseVariantDef();
};