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