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