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38 lines
1.2 KiB
C++
38 lines
1.2 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 "GameplayTagContainer.h"
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#include "Styling/SlateBrush.h"
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#include "FortLevelSpawnActor.generated.h"
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UCLASS(Abstract, Blueprintable)
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class FORTNITEGAME_API AFortLevelSpawnActor : 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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FName SpecialActorUniqueID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag SpecialActorCategoryTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush MiniMapIconBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D MiniMapIconScale;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 CachedSpecialActorIdx;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FName SpecialActorID;
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public:
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AFortLevelSpawnActor();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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};
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