mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "FortPieSliceSpawnData.h"
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#include "ControlPointSpawnData.generated.h"
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USTRUCT(BlueprintType)
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struct FControlPointSpawnData : public FFortPieSliceSpawnData {
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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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FScalableFloat SpawnDelayTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat SafeZonePhaseWhenToSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat SafeZonePhaseWhereToSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat EnableDelayTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat EnableInSafeZonePhase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat DisableDelayTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat DisableInSafeZonePhase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat PointsEarnedPerSecond;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat BonusPointsEarnedPerSecond;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat bIgnoreForOrderMessaging;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 IconMaterialIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAlwaysInPlay;
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FORTNITEGAME_API FControlPointSpawnData();
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};
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