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

38 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Styling/SlateColor.h"
#include "FortQuestMapDataEntry.h"
#include "FortEventQuestMapDataEntry.generated.h"
class UMaterialInterface;
class USoundBase;
USTRUCT(BlueprintType)
struct FFortEventQuestMapDataEntry : public FFortQuestMapDataEntry {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText EventCalloutTitle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText EventCalloutDescription;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInterface* EventCalloutImage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* EventCalloutOverrideSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateColor EventArrowColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateColor EventArrowShadowColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString EventCalloutQuestFlag;
FORTNITEGAME_API FFortEventQuestMapDataEntry();
};