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

35 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UtilityContribution.h"
#include "UtilityData.generated.h"
USTRUCT(BlueprintType)
struct FUtilityData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FUtilityContribution> ContributingFactors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ContributionsTotal;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bApplyRecentSelectionPenalty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RecentlySelectedPenaltyPercentage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PenaltyFallOffRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString DebugGraphName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor DebugGraphColor;
FORTNITEGAME_API FUtilityData();
};