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

36 lines
1.3 KiB
C++

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