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https://github.com/ApfelTeeSaft/UnrealEvent.git
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39 lines
1.4 KiB
C++
39 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/CurveTable.h"
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#include "EFortAIDirectorFactor.h"
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#include "EFortCombatFactors.h"
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#include "IntensityContribution.generated.h"
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USTRUCT(BlueprintType)
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struct FIntensityContribution {
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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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TEnumAsByte<EFortCombatFactors::Type> CombatFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortAIDirectorFactor ContributingAIDirectorFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxContribution;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bModifyContributionByCompletionPercentage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCurveTableRowHandle CompletionPercentageInitialMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCurveTableRowHandle CompletionPercentageToStartReducingMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCurveTableRowHandle CompletionPercentageToStopReducingMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bModifyByNumberOfCriticalEncounterGoals;
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FORTNITEGAME_API FIntensityContribution();
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};
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