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https://github.com/FortniteModdingHub/FNGameProj.git
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41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "EFortEventRepeat.h"
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#include "FortEventConditional.h"
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#include "FortStatEvent.h"
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#include "FortStatEventSequence.generated.h"
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class AFortPlayerController;
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class UStat;
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USTRUCT(BlueprintType)
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struct FFortStatEventSequence {
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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 StatEventName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EFortEventRepeat::Type> RepeatType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortStatEvent> EventSequence;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UStat* AssociatedStat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerController* FPC;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> StatsToMonitor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortEventConditional> Conditions;
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public:
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FORTNITEGAME_API FFortStatEventSequence();
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};
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