Files
UnrealEvent/Project/Source/FortniteGame/Public/EncounterEnvironmentQueryInstance.h
2026-04-22 15:51:07 +02:00

38 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "EFortEncounterDirection.h"
#include "EncounterEnvironmentQueryInfo.h"
#include "EncounterEnvironmentQueryInstance.generated.h"
class ABuildingRift;
USTRUCT(BlueprintType)
struct FEncounterEnvironmentQueryInstance {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEncounterEnvironmentQueryInfo EnvironmentQueryInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 QueryID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIsWaitingForQueryResults;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortEncounterDirection::Type> ChosenDirection;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FVector> QueryLocations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<ABuildingRift*> FoundRifts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 NumTimesUsed;
FORTNITEGAME_API FEncounterEnvironmentQueryInstance();
};