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

22 lines
613 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/NetSerialization.h"
#include "ReplicatedControlState.generated.h"
USTRUCT(BlueprintType)
struct FReplicatedControlState {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector_NetQuantizeNormal Up;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector_NetQuantizeNormal Forward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bIsEngineOn: 1;
FORTNITEGAME_API FReplicatedControlState();
};