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