#pragma once #include "SoftObjectPtr.h" #include "FortWorldItemDefinition.h" #include "GameplayAbilityTypes.h" class UFortVehicleItemDefinition : public UFortWorldItemDefinition { public: FScalableFloat* GetMinPercentWithGas() { static auto MinPercentWithGasOffset = GetOffset("MinPercentWithGas"); return GetPtr(MinPercentWithGasOffset); } FScalableFloat* GetMaxPercentWithGas() { static auto MaxPercentWithGasOffset = GetOffset("MaxPercentWithGas"); return GetPtr(MaxPercentWithGasOffset); } FScalableFloat* GetVehicleMinSpawnPercent() { static auto VehicleMinSpawnPercentOffset = GetOffset("VehicleMinSpawnPercent"); return GetPtr(VehicleMinSpawnPercentOffset); } FScalableFloat* GetVehicleMaxSpawnPercent() { static auto VehicleMaxSpawnPercentOffset = GetOffset("VehicleMaxSpawnPercent"); return GetPtr(VehicleMaxSpawnPercentOffset); } TSoftObjectPtr* GetVehicleActorClassSoft() { static auto VehicleActorClassOffset = GetOffset("VehicleActorClass"); return GetPtr>(VehicleActorClassOffset); } UClass* GetVehicleActorClass() { static auto BGAClass = FindObject(L"/Script/Engine.BlueprintGeneratedClass"); return GetVehicleActorClassSoft()->Get(BGAClass, true); } static UClass* StaticClass() { static auto Class = FindObject(L"/Script/FortniteGame.FortVehicleItemDefinition"); return Class; } };