Files
2026-04-22 15:51:07 +02:00

34 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortItemQuantityPair.h"
#include "HomebaseSquadSlotId.h"
#include "HomebaseNodeLevel.generated.h"
class UFortAbilityKit;
USTRUCT(BlueprintType)
struct FHomebaseNodeLevel {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName DisplayDataId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MinCommanderLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortItemQuantityPair> Cost;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> GameplayEffectRowNames;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortAbilityKit> AbilityKit;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FHomebaseSquadSlotId> UnlockedSquadSlots;
FORTNITEGAME_API FHomebaseNodeLevel();
};