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