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33 lines
1.1 KiB
C++
33 lines
1.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "McpProfileChangeRequest.h"
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#include "FortQuestObjectiveCompletion.h"
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#include "FortBatchUpdatePlayer_Update.generated.h"
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USTRUCT(BlueprintType)
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struct FFortBatchUpdatePlayer_Update {
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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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FUniqueNetIdRepl AccountId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 TheaterNum;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMcpProfileChangeRequest TheaterItemUpdate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 OutpostNum;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMcpProfileChangeRequest OutpostItemUpdate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortQuestObjectiveCompletion> QuestObjectiveUpdates;
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FORTNITEGAME_API FFortBatchUpdatePlayer_Update();
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};
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