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https://github.com/ApfelTeeSaft/UnrealEvent.git
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48 lines
1.7 KiB
C++
48 lines
1.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataTable.h"
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#include "GameplayTagContainer.h"
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#include "EFortQuestObjectiveStatEvent.h"
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#include "FortQuestObjectiveStatTableRow.generated.h"
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USTRUCT(BlueprintType)
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struct FFortQuestObjectiveStatTableRow : public FTableRowBase {
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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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EFortQuestObjectiveStatEvent Type;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString TargetTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString SourceTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ContextTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString Condition;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString TemplateId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FString> AlternateTemplateIds;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer TargetTagContainer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer SourceTagContainer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ContextTagContainer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsCached;
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FORTNITEGAME_API FFortQuestObjectiveStatTableRow();
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};
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