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

43 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "KeepEventWaveData.generated.h"
class UFortAIEncounterInfo;
class UFortAISpawnGroupProgressionInfo;
USTRUCT(BlueprintType)
struct FKeepEventWaveData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText WaveDescription;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UFortAIEncounterInfo> EncounterTemplate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float WarmupTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float EncounterTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 DifficultyLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AliveMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 EnemySpawnBits1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 EnemySpawnBits2;
FORTNITEGAME_API FKeepEventWaveData();
};