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https://github.com/ApfelTeeSaft/UnrealEvent.git
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39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortFootstepAudioData.generated.h"
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class USoundAttenuation;
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class USoundBase;
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USTRUCT(BlueprintType)
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struct FORTNITEGAME_API FFortFootstepAudioData {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundAssets[8];
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundAssetsAbove[8];
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundAssetsBelow[8];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundAttenuation* SoundAttenuation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundAttenuation* SoundAttenuationAbove;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundAttenuation* SoundAttenuationBelow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundAttenuation* SoundAttenuationAboveOrBelowAndVisible;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VolumeMultiplier;
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FFortFootstepAudioData();
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};
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