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

42 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "FortMissionAlertData.generated.h"
class UFortMissionGenerator;
USTRUCT(BlueprintType)
struct FFortMissionAlertData : public FTableRowBase {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName CategoryRowName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SpreadRowName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString RequiredEventFlag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bOnlyUsedForSpreading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MinimumTileDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 MaximumTileDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSoftClassPtr<UFortMissionGenerator>> RestrictedMissionGens;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString LootTierGroup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString ModifierTierGroup;
FORTNITEGAME_API FFortMissionAlertData();
};