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

39 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EDeployableBaseUseType.h"
#include "DeployableBaseSupportSettings.generated.h"
class ADeployableBasePlot;
class UFortDeployableBaseCloudSaveItemDefinition;
class UFortDeployableBaseSkillTreeUnlocks;
class UFortTieredCollectionLayout;
USTRUCT(BlueprintType)
struct FDeployableBaseSupportSettings {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUseDeployableBases;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortDeployableBaseCloudSaveItemDefinition> DeployableBaseCloudSaveItemDef;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftClassPtr<ADeployableBasePlot> DeployableBasePlot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortDeployableBaseSkillTreeUnlocks> SupportedUnlocks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bDeployableBasesReadOnly;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EDeployableBaseUseType SupportedUseType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UFortTieredCollectionLayout*> TieredCollectionLayouts;
FORTNITEGAME_API FDeployableBaseSupportSettings();
};