35 lines
1.1 KiB
C++
Executable file
35 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EEnemyHealthScaling.h"
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#include "EliteEnemyBan.h"
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#include "Templates/SubclassOf.h"
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#include "EliteEnemyEntry.generated.h"
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class UActorComponent;
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class UStatusEffect;
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USTRUCT(BlueprintType)
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struct FEliteEnemyEntry {
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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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float HeroChance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UStatusEffect> StatusEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<UActorComponent>> ComponentsToAdd;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool OverrideHealthScaling;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FEliteEnemyBan> Bans;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EEnemyHealthScaling HealthScalingOverride;
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FSD_API FEliteEnemyEntry();
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};
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