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

42 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "TieredWaveSetCollectionData.generated.h"
USTRUCT(BlueprintType)
struct FTieredWaveSetCollectionData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText DefenseText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText LevelText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText WaveText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText BreatherText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MinLvl;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaxLvl;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName BaseWaveLengthRowName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName BaseNumOfKillsRowName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName BaseNumOfKillPointsRowName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName WaveSet;
FORTNITEGAME_API FTieredWaveSetCollectionData();
};