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

28 lines
908 B
C++

#pragma once
#include "CoreMinimal.h"
#include "FortConnectionData.h"
#include "FortConnectivityComponentData.generated.h"
USTRUCT(BlueprintType)
struct FFortConnectivityComponentData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
TArray<FFortConnectionData> Connections;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
bool bIsPowered;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
bool bIsProvidingPower;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
bool bAllowConnections;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
bool bAllowsPowerToPassThrough;
FORTNITEGAME_API FFortConnectivityComponentData();
};