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https://github.com/ApfelTeeSaft/UnrealEvent.git
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53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "FortItemQuantityPair.h"
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#include "FortCollectionBookData.generated.h"
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class UCurveFloat;
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class UDataTable;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortCollectionBookData : public UDataAsset {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* PageCategoryData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* PageData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* SectionData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* SlotData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* SlotSourceData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* XPWeightData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* SlotRarityFactorData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDataTable* BookXPData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortItemQuantityPair> UnslotCost;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer UnslotCatalysts;
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public:
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UFortCollectionBookData();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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void GetPageIdsFromCategoryId(FName CategoryId, TArray<FName>& PageIds) const;
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};
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