#pragma once #include "CoreMinimal.h" #include "ActiveAudioItem.generated.h" class UAudioComponent; USTRUCT(BlueprintType) struct FActiveAudioItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UAudioComponent* audio; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float FadeoutDuration; FSD_API FActiveAudioItem(); };