38 lines
1.1 KiB
C++
Executable file
38 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/NetSerialization.h"
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#include "Engine/NetSerialization.h"
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#include "ProjectileImpact.generated.h"
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class AActor;
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class UPhysicalMaterial;
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class UPrimitiveComponent;
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USTRUCT(BlueprintType)
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struct FProjectileImpact {
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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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FVector_NetQuantize Location;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector_NetQuantizeNormal Normal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<AActor> Actor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UPrimitiveComponent> Component;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPhysicalMaterial* PhysMat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 BoneIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bBlockingHit;
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FSD_API FProjectileImpact();
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};
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