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

35 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/OnlineReplStructs.h"
#include "EFortMatchmakingPool.h"
#include "EmptyServerReservation.generated.h"
USTRUCT(BlueprintType)
struct FEmptyServerReservation {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PlaylistId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString ZoneInstanceId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString WUID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl WorldDataOwner;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bMakePrivate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortMatchmakingPool MatchmakingPool;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bUsesMatchmakingV2;
FORTNITEGAME_API FEmptyServerReservation();
};