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

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();
};