#pragma once #include "CoreMinimal.h" #include "AttributeSet.h" #include "EFortAttributeDisplay.h" #include "EFortStatDisplayType.h" #include "FortGameplayEffectModifierDescription.generated.h" USTRUCT(BlueprintType) struct FFortGameplayEffectModifierDescription { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayAttribute ModAttribute; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText ModDescription; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bIsBuff; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte MagnitudeFormat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EFortStatDisplayType DisplayType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Magnitude; FORTNITEGAME_API FFortGameplayEffectModifierDescription(); };