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

45 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "FortDynamicBuildingDeconstructor.generated.h"
class ABuildingSMActor;
UCLASS(Blueprintable)
class AFortDynamicBuildingDeconstructor : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBoxSphereBounds Bounds;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bDebugDrawBounds;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSelectiveDestruction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIgnoreMissionActors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bShrinkAndDestroyEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 NumOfPiecesToDestroyAtOnce;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeBetweenChunks;
private:
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TWeakObjectPtr<ABuildingSMActor>> SortedBuildingActors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 CurrentIndex;
public:
AFortDynamicBuildingDeconstructor();
};