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

44 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "EFortBuffState.h"
#include "EFortClampState.h"
#include "EFortComparisonType.h"
#include "EFortStatValueDisplayType.h"
#include "FortDisplayAttribute.generated.h"
USTRUCT(BlueprintType)
struct FFortDisplayAttribute {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayAttribute Attribute;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText Label;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText Value;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText HoverText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float NumericValue;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortStatValueDisplayType DisplayType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortBuffState BuffState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortClampState ClampState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortComparisonType ComparisonType;
FORTNITEUI_API FFortDisplayAttribute();
};