mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-03 04:23:31 +00:00
34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "EFortAIWaveProgressSection.h"
|
|
#include "FortAIEncounterWaveProgressEstimation.generated.h"
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FFortAIEncounterWaveProgressEstimation {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float SectionProgressEstimate;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float SectionStartTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float LastWaveProgressUpdateTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float PeakAndFadeWavePercentage;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxAdjustmentPerSecond;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TEnumAsByte<EFortAIWaveProgressSection::Type> CurrentSection;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
int32 NumberOfWaveSegments;
|
|
|
|
FORTNITEGAME_API FFortAIEncounterWaveProgressEstimation();
|
|
};
|
|
|