34 lines
1.2 KiB
C++
Executable file
34 lines
1.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Templates/SubclassOf.h"
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#include "GDPlayerAndCharacterProgression.generated.h"
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class APlayerCharacter;
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class UPlayerCharacterID;
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USTRUCT(BlueprintType)
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struct FGDPlayerAndCharacterProgression {
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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<TSoftClassPtr<APlayerCharacter>> RankedHeroClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<APlayerCharacter>> TestHeroClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<APlayerCharacter>> LoadedClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FText> PlayerRankNames;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<int32> CharacterXPLevels;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FGuid, UPlayerCharacterID*> PlayerCharacterIDs;
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FSD_API FGDPlayerAndCharacterProgression();
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};
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