Files
2024-01-21 00:41:14 +01:00

23 lines
630 B
C++

#pragma once
#include "CoreMinimal.h"
#include "ParticleVariant.generated.h"
class UParticleSystem;
USTRUCT(BlueprintType)
struct FParticleVariant {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UParticleSystem> ParticleSystemToAlter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName ComponentToOverride;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UParticleSystem> OverrideParticleSystem;
FORTNITEGAME_API FParticleVariant();
};