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

38 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortGeneratedEncounterProfile.h"
#include "FortGeneratedEncounterSequence.h"
#include "FortGeneratedMissionOption.h"
#include "FortGeneratedDifficultyOptions.generated.h"
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FFortGeneratedDifficultyOptions {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GameDifficultyAtGeneration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 DifficultyOptionPointsAvailableAtGeneration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxEncounterSpawnPointsAtGeneration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MinDifficultyOptionPointsToUse;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortGeneratedEncounterSequence> GeneratedEncounterSequences;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortGeneratedMissionOption> MissionOptions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortGeneratedEncounterProfile> GeneratedEncounterProfiles;
public:
FFortGeneratedDifficultyOptions();
};