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

39 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortFootstepAudioData.generated.h"
class USoundAttenuation;
class USoundBase;
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FFortFootstepAudioData {
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundAssets[8];
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundAssetsAbove[8];
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* SoundAssetsBelow[8];
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundAttenuation* SoundAttenuation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundAttenuation* SoundAttenuationAbove;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundAttenuation* SoundAttenuationBelow;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundAttenuation* SoundAttenuationAboveOrBelowAndVisible;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float VolumeMultiplier;
FFortFootstepAudioData();
};