#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GameDLCSave.generated.h" USTRUCT(BlueprintType) struct FGameDLCSave { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSet AnnouncedIDs; public: FSD_API FGameDLCSave(); };