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