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

35 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Engine/DataTable.h"
#include "GameplayTagContainer.h"
#include "FortCollectionBookSlotData.generated.h"
class UFortItemDefinition;
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FFortCollectionBookSlotData : public FTableRowBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SlotXpWeightName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SlotSourceId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SlotSourceId2;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSoftObjectPtr<UFortItemDefinition>> AllowedItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FGameplayTag> AllowedWorkerPersonalities;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDataTableRowHandle PurchaseCosts;
FFortCollectionBookSlotData();
};