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36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayEffectTypes.h"
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#include "GameplayTagContainer.h"
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#include "FortAbilityTargetSelectionList.h"
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#include "FortGameplayEffectContainerSpec.generated.h"
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USTRUCT(BlueprintType)
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struct FFortGameplayEffectContainerSpec {
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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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FFortAbilityTargetSelectionList TargetSelection;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGameplayEffectSpecHandle> TargetGameplayEffectSpecs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGameplayEffectSpecHandle> OwnerGameplayEffectSpecs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ActivationCues;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ImpactCues;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bOverrideChargeMagnitude;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ChargeMagnitudeOverrideValue;
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FORTNITEGAME_API FFortGameplayEffectContainerSpec();
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};
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