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https://github.com/ApfelTeeSaft/UnrealEvent.git
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51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Components/CanvasPanelSlot.h"
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#include "EBacchusHUDStateType.h"
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#include "HUDLayoutDataEntry.generated.h"
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USTRUCT(BlueprintType)
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struct FORTNITEGAME_API FHUDLayoutDataEntry {
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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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FGameplayTag VisualType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnchorData AnchroData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ZOrder;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EBacchusHUDStateType BuildVisibility;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EBacchusHUDStateType CombatVisibility;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EBacchusHUDStateType EditVisibility;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EBacchusHUDStateType CreativeVisibility;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Property_0;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Property_1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Property_2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Property_3;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FName, float> FloatProperties;
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FHUDLayoutDataEntry();
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};
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