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