29 lines
984 B
C++
Executable file
29 lines
984 B
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EnemySpawnedDelegateDelegate.h"
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#include "ManagedEncounterItem.h"
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#include "PrePlacedEncounterItem.h"
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#include "EncounterManagerItem.generated.h"
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USTRUCT(BlueprintType)
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struct FEncounterManagerItem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FManagedEncounterItem> ManagedEcnounterItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FPrePlacedEncounterItem> PrePlacedEncounterItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 ID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsRoom;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FEnemySpawnedDelegate Callback;
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FSD_API FEncounterManagerItem();
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};
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