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

51 lines
1.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Components/CanvasPanelSlot.h"
#include "EBacchusHUDStateType.h"
#include "HUDLayoutDataEntry.generated.h"
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FHUDLayoutDataEntry {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag VisualType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAnchorData AnchroData;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ZOrder;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EBacchusHUDStateType BuildVisibility;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EBacchusHUDStateType CombatVisibility;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EBacchusHUDStateType EditVisibility;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EBacchusHUDStateType CreativeVisibility;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Property_0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Property_1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Property_2;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Property_3;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<FName, float> FloatProperties;
FHUDLayoutDataEntry();
};