mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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81 lines
2.8 KiB
C++
81 lines
2.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Party/SocialParty.h"
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#include "EFortPartyState.h"
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#include "EMatchmakingCompleteResult.h"
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#include "EMatchmakingState.h"
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#include "FortPartySquadAssignment.h"
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#include "PlaylistData.h"
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#include "FortPartyRepData.generated.h"
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USTRUCT(BlueprintType)
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struct FFortPartyRepData : public FPartyRepData {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString PrimaryGameSessionId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortPartyState PartyState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool LobbyConnectionStarted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EMatchmakingCompleteResult MatchmakingResult;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EMatchmakingState::Type> MatchmakingState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool SessionIsCriticalMission;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ZoneTileIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ZoneInstanceId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString TheaterId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<bool> TileStates;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString MatchmakingInfoString;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString CustomMatchKey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlaylistData PlaylistData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AllowJoinInProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDateTime LFGTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AthenaSquadFill;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool PartyIsJoinedInProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString GameSessionKey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString VoiceChannelGuid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortPartySquadAssignment> RawSquadAssignments;
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public:
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FORTNITEGAME_API FFortPartyRepData();
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};
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