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

38 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "GameplayTagContainer.h"
#include "Styling/SlateBrush.h"
#include "FortLevelSpawnActor.generated.h"
UCLASS(Abstract, Blueprintable)
class FORTNITEGAME_API AFortLevelSpawnActor : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SpecialActorUniqueID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag SpecialActorCategoryTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSlateBrush MiniMapIconBrush;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector2D MiniMapIconScale;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 CachedSpecialActorIdx;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
FName SpecialActorID;
public:
AFortLevelSpawnActor();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};