mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "FortTierCollectionLayoutOutput.generated.h"
|
|
|
|
class UFortBadgeItemDefinition;
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FFortTierCollectionLayoutOutput {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FName SpawnCollectionName;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FName DifficultyRowName;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FName ModifierProgressionName;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float AdditiveDifficultyMod;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<UFortBadgeItemDefinition*> RewardBadges;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<FName> StartTierLootTierGroups;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TArray<FName> WaveCompleteLootTierGroups;
|
|
|
|
FORTNITEGAME_API FFortTierCollectionLayoutOutput();
|
|
};
|
|
|