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35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Styling/SlateBrush.h"
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#include "FortEarlyAcessLoadingScreen.h"
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#include "FortPSALoadingScreen.h"
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#include "FortSubGameLoadingScreen.h"
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#include "FortLoadingConfig.generated.h"
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortLoadingConfig : public UDataAsset {
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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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FFortSubGameLoadingScreen LoadingScreenFallback;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortSubGameLoadingScreen LoadingScreens[2];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortEarlyAcessLoadingScreen LoadingScreenEA;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush LoadingScreenMissionBackground;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush LoadingScreenTipBackground;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortPSALoadingScreen> PSALoadingScreens;
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UFortLoadingConfig();
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};
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