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

27 lines
819 B
C++

#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "GameplayEffectTypes.h"
#include "GameplayTagContainer.h"
#include "FortAttributeModifierAccumulation.generated.h"
USTRUCT(BlueprintType)
struct FFortAttributeModifierAccumulation {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag GameplayTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayAttribute Attribute;
// UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
// TEnumAsByte<EGameplayModOp> ModifierOp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Magnitude;
FORTNITEUI_API FFortAttributeModifierAccumulation();
};