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