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

50 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "FortPieSliceSpawnData.h"
#include "ControlPointSpawnData.generated.h"
USTRUCT(BlueprintType)
struct FControlPointSpawnData : public FFortPieSliceSpawnData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat SpawnDelayTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat SafeZonePhaseWhenToSpawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat SafeZonePhaseWhereToSpawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat EnableDelayTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat EnableInSafeZonePhase;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat DisableDelayTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat DisableInSafeZonePhase;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat PointsEarnedPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat BonusPointsEarnedPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat bIgnoreForOrderMessaging;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 IconMaterialIndex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAlwaysInPlay;
FORTNITEGAME_API FControlPointSpawnData();
};