#pragma once #include "CoreMinimal.h" #include "EFortEncounterDirection.h" #include "FortAIEncounterQueryDirectionTracker.generated.h" USTRUCT(BlueprintType) struct FFortAIEncounterQueryDirectionTracker { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bHasTriedPreviousDirections; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> PreviousQueryDirections; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> ChosenDirections; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> FailedDirections; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> AvailableDirections; FORTNITEGAME_API FFortAIEncounterQueryDirectionTracker(); };