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

43 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Types/SlateEnums.h"
#include "Types/SlateEnums.h"
#include "Layout/Margin.h"
#include "FortClientAnnouncementData_Basic.h"
#include "FortClientAnnouncementData_Tutorial.generated.h"
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FFortClientAnnouncementData_Tutorial : public FFortClientAnnouncementData_Basic {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AutoContinueDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText NameText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText SystemText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bButtonEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bLightboxEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bLightboxDisableInputOnly;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMargin Padding;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EVerticalAlignment> VAlign;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EHorizontalAlignment> HAlign;
FFortClientAnnouncementData_Tutorial();
};