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

41 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "EFortDayPhase.h"
#include "RandomDayphaseFX.generated.h"
class UParticleSystem;
class UParticleSystemComponent;
USTRUCT(BlueprintType)
struct FRandomDayphaseFX {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* ParticleSystem;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UParticleSystem*> AltParticleSystems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<EFortDayPhase> RequiredDayphases;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ChanceToSpawnFX;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EDetailMode> DetailMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxDrawDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bRandomSelectionAlreadyHappened;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UParticleSystemComponent* SpawnedComponent;
FORTNITEGAME_API FRandomDayphaseFX();
};