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

35 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine/NetSerialization.h"
#include "BuildingClassData.h"
#include "CreateBuildingActorData.generated.h"
USTRUCT(BlueprintType)
struct FCreateBuildingActorData {
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint32 BuildingClassHandle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector_NetQuantize10 BuildLoc;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FRotator BuildRot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bMirrored;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float SyncKey;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FBuildingClassData BuildingClassData;
public:
FORTNITEGAME_API FCreateBuildingActorData();
};