Files
2024-01-21 00:41:14 +01:00

44 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EFortEventRepeat.h"
#include "FortEventConditional.h"
#include "Templates/SubclassOf.h"
#include "FortStatEvent.generated.h"
class AFortClientAnnouncement;
class AFortPlayerController;
class UObject;
class UStat;
USTRUCT(BlueprintType)
struct FFortStatEvent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName StatEventName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortEventRepeat::Type> RepeatType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> StatsToMonitor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortEventConditional> Conditions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AFortClientAnnouncement> AnnouncementToDisplay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UObject* NotificationParameter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UStat* AssociatedStat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* FPC;
FORTNITEGAME_API FFortStatEvent();
};