mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Templates/SubclassOf.h"
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#include "KeepEventWaveData.generated.h"
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class UFortAIEncounterInfo;
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class UFortAISpawnGroupProgressionInfo;
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USTRUCT(BlueprintType)
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struct FKeepEventWaveData {
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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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FText WaveDescription;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UFortAIEncounterInfo> EncounterTemplate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WarmupTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float EncounterTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 DifficultyLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AliveMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 EnemySpawnBits1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 EnemySpawnBits2;
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FORTNITEGAME_API FKeepEventWaveData();
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};
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