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

31 lines
928 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "MaterialCacheSettings.generated.h"
USTRUCT(BlueprintType)
struct FMaterialCacheSettings : public FTableRowBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 bDisable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxCountDesktop;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxCountPS4;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxCountXbox;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxCountSwitch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxCountMobile;
FORTNITEGAME_API FMaterialCacheSettings();
};