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

39 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/CurveTable.h"
#include "EFortAIDirectorFactor.h"
#include "EFortCombatFactors.h"
#include "IntensityContribution.generated.h"
USTRUCT(BlueprintType)
struct FIntensityContribution {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortCombatFactors::Type> CombatFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortAIDirectorFactor ContributingAIDirectorFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxContribution;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bModifyContributionByCompletionPercentage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCurveTableRowHandle CompletionPercentageInitialMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCurveTableRowHandle CompletionPercentageToStartReducingMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCurveTableRowHandle CompletionPercentageToStopReducingMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bModifyByNumberOfCriticalEncounterGoals;
FORTNITEGAME_API FIntensityContribution();
};