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

33 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/OnlineReplStructs.h"
#include "McpProfileChangeRequest.h"
#include "FortQuestObjectiveCompletion.h"
#include "FortBatchUpdatePlayer_Update.generated.h"
USTRUCT(BlueprintType)
struct FFortBatchUpdatePlayer_Update {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl AccountId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 TheaterNum;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMcpProfileChangeRequest TheaterItemUpdate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 OutpostNum;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMcpProfileChangeRequest OutpostItemUpdate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortQuestObjectiveCompletion> QuestObjectiveUpdates;
FORTNITEGAME_API FFortBatchUpdatePlayer_Update();
};