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

25 lines
745 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/NetSerialization.h"
#include "MinigameScoreEntry.h"
#include "MinigameScoreArray.generated.h"
class AActor;
USTRUCT(BlueprintType)
struct FMinigameScoreArray : public FFastArraySerializer {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FMinigameScoreEntry> Scores;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
TArray<FMinigameScoreEntry> HighScores;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
AActor* Owner;
FORTNITEGAME_API FMinigameScoreArray();
};