#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "SeasonSettings.generated.h" class UCurveFloat; class UMissionStat; class USeason; class USeasonChallenge; UCLASS(Blueprintable) class USeasonSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USeason* CurrentSeason; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 MaxActiveChallenges; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SeasonChallenges; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 XPPerLevel; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCurveFloat* XPToPerforcemancePointsCurve; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 TreeOfVanitySnapSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SpecialChallengeChange; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMissionStat* HeartsColledtedStat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FIntPoint SporeTowerPlagueGainRange; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 HeartsPerScrip; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 NumberOfScriptsFromPlague; USeasonSettings(); };