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