#pragma once #include "CoreMinimal.h" #include "GDMissionStats.generated.h" class UMissionStat; class UPlayerCharacterID; USTRUCT(BlueprintType) struct FGDMissionStats { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* TimePlayed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* DistanceTravelled; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* EnemiesKilled; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* MineralsMined; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* MissionCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* SoloMissionCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* SecondaryMissionCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* CharacterLevelUp; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* VanityItemsBought; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* ItemUpgradesBought; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* CosmeticMasteryLevelledUp; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* DrinkablesConsumed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* DrinkableRoundsOrdered; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* BartenderCreditsTipped; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* CampaignMissionsCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* CampaignsCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* TimesDowned; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* TimesPassedOut; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* WeaponsUnlockedStat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* SeasonEventsCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* SeasonChallengesCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* DeepDivesCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* EliteDeepDivesCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* CosmeticsCrafted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* WeaponSkinsCrafted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* WeaponOverclocksCrafted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* CraftingMasteryLevel; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* DefendBlackBoxObjectivesCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* RepairMiniMuleObjectivesCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* DeepDiveCompletedBestTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* EliteDeepDiveCompletedBestTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* SpecialBeersUnlocked; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* JettyBootCreditsSpent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray AllMissionStats; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap CharacterMissionsCompleted; public: FSD_API FGDMissionStats(); };