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

43 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "McpLootResult.h"
#include "FortAvailableMissionAlertData.generated.h"
class UFortItemDefinition;
USTRUCT(BlueprintType)
struct FFortAvailableMissionAlertData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString CategoryName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString SpreadDataName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString MissionAlertGuid;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 TileIndex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDateTime AvailableUntil;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDateTime RefreshSpreadAt;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMcpLootResult MissionAlertRewards;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FMcpLootResult MissionAlertModifiers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UFortItemDefinition*> ItemDefinitionRefCache;
FORTNITEGAME_API FFortAvailableMissionAlertData();
};