#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "FlareMeta.generated.h" class AActor; USTRUCT(BlueprintType) struct FFlareMeta { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Actor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Inhibit; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Radius; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float InvRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector Pos; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool Moving; FSD_API FFlareMeta(); };