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