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https://github.com/FortniteModdingHub/FNGameProj.git
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45 lines
1.3 KiB
C++
45 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AthenaEventScreenBase.h"
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#include "Templates/SubclassOf.h"
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#include "AthenaEventMatchActiveGridScreenBase.generated.h"
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class UAthenaEventMatchTeamWidgetBase;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UAthenaEventMatchActiveGridScreenBase : public UAthenaEventScreenBase {
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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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TSubclassOf<UAthenaEventMatchTeamWidgetBase> TeamWidgetClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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TArray<UAthenaEventMatchTeamWidgetBase*> ActiveTeams;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxNumColumns;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxTeamCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxTeamSize;
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public:
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UAthenaEventMatchActiveGridScreenBase();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnTeamEliminated_BP();
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private:
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UFUNCTION(BlueprintCallable)
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void OnTeamEliminated(int32 InSquadId);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnTeamChanged_BP();
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};
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