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

41 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EFortEventRepeat.h"
#include "FortEventConditional.h"
#include "FortStatEvent.h"
#include "FortStatEventSequence.generated.h"
class AFortPlayerController;
class UStat;
USTRUCT(BlueprintType)
struct FFortStatEventSequence {
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<FFortStatEvent> EventSequence;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UStat* AssociatedStat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerController* FPC;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> StatsToMonitor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortEventConditional> Conditions;
public:
FORTNITEGAME_API FFortStatEventSequence();
};