mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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60 lines
2.0 KiB
C++
60 lines
2.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "JsonObjectWrapper.h"
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#include "EFortGameFeature.h"
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#include "EFortGameFeatureState.h"
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#include "FortGameFeatureStatus.generated.h"
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USTRUCT(BlueprintType)
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struct FFortGameFeatureStatus {
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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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EFortGameFeature Feature;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortGameFeatureState CurrentState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortGameFeatureState RequestedState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ErrorCode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText ErrorText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText StatusText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Progress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIsProgressPaused;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString PauseReason;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 CurrentBundleNum;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 TotalNumBundles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FName, FJsonObjectWrapper> BundleFullProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FName, FJsonObjectWrapper> PreloadBundleFullProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsActive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsPendingActive;
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FORTNITEGAME_API FFortGameFeatureStatus();
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};
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