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https://github.com/FortniteModdingHub/FNGameProj.git
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43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "McpLootResult.h"
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#include "FortAvailableMissionAlertData.generated.h"
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class UFortItemDefinition;
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USTRUCT(BlueprintType)
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struct FFortAvailableMissionAlertData {
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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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FString CategoryName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString SpreadDataName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString MissionAlertGuid;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 TileIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDateTime AvailableUntil;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDateTime RefreshSpreadAt;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMcpLootResult MissionAlertRewards;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMcpLootResult MissionAlertModifiers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UFortItemDefinition*> ItemDefinitionRefCache;
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FORTNITEGAME_API FFortAvailableMissionAlertData();
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};
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