Files
UnrealEvent/Project/Source/FortniteGame/Public/FortQuestObjectiveStatTableRow.h
2026-04-22 15:51:07 +02:00

48 lines
1.7 KiB
C++

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