#pragma once #include "CoreMinimal.h" #include "Templates/SubclassOf.h" #include "GDAudio.generated.h" class AFSDReverbVolume; class UDynamicReverbComponent; class USoundAttenuation; USTRUCT(BlueprintType) struct FGDAudio { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr FirstPersonHitscanAttenuationOverride; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ReverbActor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf DynamicReverbClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SmallCaveRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MediumCaveRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float LargeCaveRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FirstPersonPriority; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ThirdPersonPriority; FSD_API FGDAudio(); };