Files
UnrealEvent/Project/Source/FortniteGame/Public/VariantParticleSystemInitializerData.h
2026-04-22 15:51:07 +02:00

40 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/EngineTypes.h"
#include "VariantParticleSystemInitializerData.generated.h"
class UParticleSystem;
class USkeletalMesh;
USTRUCT(BlueprintType)
struct FVariantParticleSystemInitializerData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName ParticleComponentName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UParticleSystem> ParticleSystem;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<USkeletalMesh> MeshToBindTO;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName AttachSocketName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EAttachmentRule LocationRule;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EAttachmentRule RotationRule;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EAttachmentRule ScaleRule;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bWeldSimulatedBodies;
FORTNITEGAME_API FVariantParticleSystemInitializerData();
};