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

38 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "FortStatEvent.h"
#include "FortStatEventSequence.h"
#include "FortStatEventManager.generated.h"
class AFortPlayerController;
UCLASS(Blueprintable)
class UFortStatEventManager : public UObject {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* FPC;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortStatEvent> StatEvents;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortStatEventSequence> StatEventSequences;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName PinnedSchematicNotification;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> PinnedCanCraftStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> PinnedCanNotCraftStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FFortStatEventSequence> PinnedSchematicSequences;
UFortStatEventManager();
};