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

49 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "AttributeSet.h"
#include "GameplayEffectTypes.h"
#include "GameplayTagContainer.h"
#include "HomebaseNodeGameplayEffectDataTableRow.generated.h"
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FHomebaseNodeGameplayEffectDataTableRow : public FTableRowBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayAttribute Attribute;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EGameplayModOp::Type> Operation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Magnitude;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer ApplicationRequiredTagsContainer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer RequiredSourceTagsContainer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer RequiredTargetTagsContainer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer GrantedTagsContainer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer IgnoreSourceTagsContainer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer AssetTagsContainer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 AssociatedGEIdx;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 AssociatedModifierIdx;
FHomebaseNodeGameplayEffectDataTableRow();
};