mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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73 lines
2.7 KiB
C++
73 lines
2.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/CollisionProfile.h"
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#include "AttributeSet.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagContainer.h"
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#include "Styling/SlateBrush.h"
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#include "FortAthenaMutator_SpawningPolicyData.h"
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#include "Templates/SubclassOf.h"
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#include "FortAthenaMutator_SpawningPolicyDataObjective.generated.h"
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class AActor;
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class AFortGameStateAthena;
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UCLASS(Blueprintable, EditInlineNew)
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class UFortAthenaMutator_SpawningPolicyDataObjective : public UFortAthenaMutator_SpawningPolicyData {
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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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TSubclassOf<AActor> ObjectiveClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ObjectiveTrackingTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCollisionProfileName ObjectiveCollisionProfile;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ObjectiveMinTraceHeight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ObjectiveMaxTraceHeight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ObjectiveMinInitialDeliveryDelayTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ObjectiveMaxInitialDeliveryDelayTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ObjectiveMinTimeBetweenSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FScalableFloat ObjectiveMaxTimeBetweenSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bDisplayOnMapAndCompass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag SpecialActorTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush SpecialActorMinimapIconBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D SpecialActorMinimapIconScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush SpecialActorCompassIconBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D SpecialActorCompassIconScale;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortGameStateAthena* CachedGameState;
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public:
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UFortAthenaMutator_SpawningPolicyDataObjective();
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};
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