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

70 lines
2.6 KiB
C++

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