Files
FNGameProj/Source/FortniteGame/Public/DelayedQuickBarAction.h
2024-01-21 00:41:14 +01:00

38 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Engine/NetSerialization.h"
#include "EFortDelayedQuickBarAction.h"
#include "EFortQuickBars.h"
#include "DelayedQuickBarAction.generated.h"
USTRUCT(BlueprintType)
struct FDelayedQuickBarAction : public FFastArraySerializerItem {
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
uint32 ActionId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortDelayedQuickBarAction Action;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGuid ItemGuid;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FPrimaryAssetId ItemDefinitionAssetId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortQuickBars QuickBarType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 QuickBarSlot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bForceExecution;
FORTNITEGAME_API FDelayedQuickBarAction();
};