mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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70 lines
2.6 KiB
C++
70 lines
2.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "AttributeSet.h"
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#include "EFortAbilityTargetSelectionUsage.h"
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#include "EFortAbilityTargetingSource.h"
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#include "EFortTargetSelectionShape.h"
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#include "EFortTargetSelectionTestType.h"
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#include "FortTargetFilter.h"
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#include "FortAbilityTargetSelection.generated.h"
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USTRUCT(BlueprintType)
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struct FFortAbilityTargetSelection {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EFortTargetSelectionShape::Type> Shape;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString CustomShapeComponentName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortTargetSelectionTestType TestType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortAbilityTargetingSource PrimarySource;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortAbilityTargetingSource SecondarySource;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat Range;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector HalfExtents;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ConeYawAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ConePitchAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ConeMinRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortTargetFilter TargetFilter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bExcludeObstructedByWorld;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldAttachedActorsObstructTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bCreateHitResultWhenNoTargetsFound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bUseProjectileRotationForDamageZones;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortAbilityTargetSelectionUsage TargetSelectionUsage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxTargets;
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FORTNITEGAME_API FFortAbilityTargetSelection();
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};
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