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