62 lines
2.1 KiB
C++
Executable file
62 lines
2.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GDPerks.generated.h"
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class UFloatPerkAsset;
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class UPerkAsset;
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USTRUCT(BlueprintType)
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struct FGDPerks {
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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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TArray<UPerkAsset*> PerkAssets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<int32> RequiredClaimsPerTier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* IronWill;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* DashPerk;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* MarathonPerk;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* ShieldLink;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* Bezerk;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* JumpBoots;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* ImpactCompensators;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* BeastMaster;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* DownedBomb;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* FieldMedic;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* HeightenedSenses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* HoverBoots;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* ActivePerkSlots;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloatPerkAsset* PassivePerkSlots;
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FSD_API FGDPerks();
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};
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