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