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https://github.com/FortniteModdingHub/FNGameProj.git
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45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "UFortMatchmakingKnobsDataSource.h"
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#include "PlaylistUserOptionBase.generated.h"
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class UMaterial;
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UCLASS(Abstract, Blueprintable)
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class FORTNITEGAME_API UPlaylistUserOptionBase : public UDataAsset {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UObject> OptionScope;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString OptionKey;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText OptionDisplayName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText OptionDescription;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMaterial* OptionMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bCanHaveNoOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<UFortMatchmakingKnobsDataSource::Type> MenuListType;
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UPlaylistUserOptionBase();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FString GetOptionValueNameFromValue(const FString& OptionValue) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FString GetOptionKey(bool bWithScoping) const;
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};
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