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https://github.com/FortniteModdingHub/FNGameProj.git
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38 lines
1.2 KiB
C++
38 lines
1.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagContainer.h"
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#include "SmartObjectSlot.h"
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#include "SmartObjectUseConfig.generated.h"
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class UGameplayBehaviorConfig;
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectUseConfig {
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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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FGameplayTagQuery AvatarTagFilter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery ObjectTagFilter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ActivityTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FSmartObjectSlot> Slots;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UGameplayBehaviorConfig* DefaultBehavior;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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uint32 MaxConcurrentUsers;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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uint32 DefaultExecutionPriority;
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FSmartObjectUseConfig();
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};
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