#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "AttributeSet.h" #include "Templates/SubclassOf.h" #include "ControlPointAssetData.generated.h" class AAthenaCapturePoint; USTRUCT(BlueprintType) struct FControlPointAssetData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf CapturePointClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScalableFloat SpawnDistanceFromGround; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector2D MiniMapIconScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector2D CompassIconScale; FORTNITEGAME_API FControlPointAssetData(); };