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27 lines
750 B
C++
27 lines
750 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/NetSerialization.h"
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#include "GameplayMutatorObjectData.generated.h"
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class UObject;
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USTRUCT(BlueprintType)
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struct FGameplayMutatorObjectData : public FFastArraySerializerItem {
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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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UObject* TheObject;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ObjectId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ObjectValue1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ObjectValue2;
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FORTNITEGAME_API FGameplayMutatorObjectData();
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};
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