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https://github.com/FortniteModdingHub/FNGameProj.git
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49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "FortCharacter.h"
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#include "FortWorker.generated.h"
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class UFortItemIconDefinition;
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class UFortWorkerType;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortWorker : public UFortCharacter {
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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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FString slotted_building_id;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 building_slot_used;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Gender;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString personality;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString set_bonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString Portrait;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer PersonalityTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer SetBonusTag;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortItemIconDefinition> IconDefinition;
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public:
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UFortWorker();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFortWorkerType* GetWorkerTypeBP() const;
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};
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