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

28 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EFortEncounterDirection.h"
#include "FortAIEncounterQueryDirectionTracker.generated.h"
USTRUCT(BlueprintType)
struct FFortAIEncounterQueryDirectionTracker {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bHasTriedPreviousDirections;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TEnumAsByte<EFortEncounterDirection::Type>> PreviousQueryDirections;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TEnumAsByte<EFortEncounterDirection::Type>> ChosenDirections;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TEnumAsByte<EFortEncounterDirection::Type>> FailedDirections;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TEnumAsByte<EFortEncounterDirection::Type>> AvailableDirections;
FORTNITEGAME_API FFortAIEncounterQueryDirectionTracker();
};