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

35 lines
1.2 KiB
C++

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