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

30 lines
914 B
C++

#pragma once
#include "CoreMinimal.h"
#include "MissionTimerData.generated.h"
USTRUCT(BlueprintType)
struct FMissionTimerData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bTimerIsPaused;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float OriginalTimePeriod;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ReplicatedRemainingTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeAddedOrRemoved;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LastTimeAddedOrRemoved;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
float ClientRemainingTime;
FORTNITEGAME_API FMissionTimerData();
};