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

39 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "FortSpawnAIRequest.generated.h"
class AActor;
class UFortAbilitySet;
USTRUCT(BlueprintType)
struct FFortSpawnAIRequest {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGuid SpawnGroupInstanceGuid;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 EnemyIndex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector SpawnLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRotator SpawnRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AActor* SpawnPoint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UFortAbilitySet*> AbilitySetsToGrantOnSpawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIgnoreCollisionWhenSpawning;
FORTNITEGAME_API FFortSpawnAIRequest();
};