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

77 lines
2.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "FortMiniMapData.generated.h"
class UTexture2D;
USTRUCT(BlueprintType)
struct FFortMiniMapData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
UTexture2D* MiniMapIcon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FVector2D IconScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bUseIconSize: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bIsVisible: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bIsVisibleOnMiniMap: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bShowVerticalOffset: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bShowFarOffIndicator: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bDisplayIconEvenOnFogOfWar: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bAllowLocalOverrides: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
uint8 bUseTeamAffiliationColors: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FLinearColor Color;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FLinearColor FriendColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FLinearColor EnemyColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FLinearColor NeutralColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FLinearColor PulseColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
float ColorPulsesPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
float SizePulsesPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
float ViewableDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
FVector LocationOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
int32 Priority;
FORTNITEGAME_API FFortMiniMapData();
};