3#include "CoreMinimal.h"
4#include "GameplayTagContainer.h"
5#include "Engine/DataTable.h"
6#include "ArcanaVirtualizedSpawnTypes.generated.h"
30 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Spawning")
31 TSoftClassPtr<AActor> ActorClass;
33 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
37 FGameplayTag RarityTag;
39 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
40 FGameplayTag ZoneTypeTag;
42 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
43 int32 GlobalMaxCount = -1;
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Spawning")
53 TSoftClassPtr<AActor> ActorClass;
55 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
58 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
59 FGameplayTag RarityTag;
61 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
62 FGameplayTag ZoneTypeTag;
64 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawning")
65 int32 GlobalMaxCount = -1;
ESpawnState
Definition: ArcanaVirtualizedSpawnTypes.h:10
EDataFetchMode
Definition: ArcanaVirtualizedSpawnTypes.h:19
Definition: ArcanaVirtualizedSpawnTypes.h:70
TWeakObjectPtr< AActor > PhysicalActor
Definition: ArcanaVirtualizedSpawnTypes.h:78
uint32 UniqueInstanceHash
Definition: ArcanaVirtualizedSpawnTypes.h:75
float MinRespawnDelay
Definition: ArcanaVirtualizedSpawnTypes.h:79
float MaxRespawnDelay
Definition: ArcanaVirtualizedSpawnTypes.h:80
FRotator Rotation
Definition: ArcanaVirtualizedSpawnTypes.h:73
FGameplayTag ItemTag
Definition: ArcanaVirtualizedSpawnTypes.h:74
uint32 AssociatedID
Definition: ArcanaVirtualizedSpawnTypes.h:72
FVector Position
Definition: ArcanaVirtualizedSpawnTypes.h:71
ESpawnState CurrentState
Definition: ArcanaVirtualizedSpawnTypes.h:76
Definition: ArcanaVirtualizedSpawnTypes.h:49
Definition: ArcanaVirtualizedSpawnTypes.h:27