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

34 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/NetSerialization.h"
#include "PropertyOverride.h"
#include "PropertyOverrideScope.h"
#include "PlaylistPropertyArray.generated.h"
class UFortPlaylistAthena;
USTRUCT(BlueprintType)
struct FPlaylistPropertyArray : public FFastArraySerializer {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FPropertyOverride> PropertyOverrides;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
int32 PlaylistReplicationKey;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortPlaylistAthena* BasePlaylist;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
UFortPlaylistAthena* OverridePlaylist;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
TMap<FString, FPropertyOverrideScope> PropertyOverrideScopes;
public:
FORTNITEGAME_API FPlaylistPropertyArray();
};