#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "AchievementSaveEntry.generated.h" USTRUCT(BlueprintType) struct FAchievementSaveEntry { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid AchievementSaveID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float HighestSavedProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CurrentProgress; FSD_API FAchievementSaveEntry(); };