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24 lines
672 B
C++
24 lines
672 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/NetSerialization.h"
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#include "SpawnMachineRepData.h"
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#include "SpawnMachineRepDataArray.generated.h"
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class AFortGameStateAthena;
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USTRUCT(BlueprintType)
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struct FSpawnMachineRepDataArray : public FFastArraySerializer {
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GENERATED_BODY()
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public:
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FSpawnMachineRepData> SpawnMachineRepDataArray;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
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AFortGameStateAthena* OwningGameState;
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public:
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FORTNITEGAME_API FSpawnMachineRepDataArray();
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};
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