#pragma once #include "CoreMinimal.h" #include "AnimNodes/AnimNode_RandomPlayer.h" #include "GameplayTagContainer.h" #include "FortAnimNode_AnimSetDrivenRandom.generated.h" class UFortAnimSet; USTRUCT(BlueprintType) struct FORTNITEGAME_API FFortAnimNode_AnimSetDrivenRandom : public FAnimNode_RandomPlayer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTag RandomSlotName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFortAnimSet* AnimSet; FFortAnimNode_AnimSetDrivenRandom(); };