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https://github.com/ApfelTeeSaft/UnrealEvent.git
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38 lines
1.0 KiB
C++
38 lines
1.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "BaseVariantDef.generated.h"
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class UTexture2D;
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USTRUCT(BlueprintType)
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struct FBaseVariantDef {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bStartUnlocked;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIsDefault;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bHideIfNotOwned;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag CustomizationVariantTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText VariantName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> PreviewImage;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText UnlockRequirements;
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public:
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FORTNITEGAME_API FBaseVariantDef();
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};
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