Files
UnrealEvent/Project/Source/FortniteGame/Public/PhysicsObjectInitialParameters.h
2026-04-22 15:51:07 +02:00

40 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "PhysicsObjectInitialParameters.generated.h"
USTRUCT(BlueprintType)
struct FPhysicsObjectInitialParameters {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector InitialVelocity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float OverrideMassInKG;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float OverrideAngularDampening;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float OverrideLinearDampening;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PlayerForceMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PawnKnockbackMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bEnableGravity: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bEnableGravityOnHit: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bShouldKillPawnOnHit: 1;
FORTNITEGAME_API FPhysicsObjectInitialParameters();
};