#pragma once #include "CoreMinimal.h" #include "MusicHandle.h" #include "ActiveMusicItem.generated.h" class UMusicCategory; class USoundBase; USTRUCT(BlueprintType) struct FActiveMusicItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) USoundBase* Sound; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float StartingTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float FadeDuration; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool Looping; UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true)) FMusicHandle Handle; UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true)) UMusicCategory* Category; FSD_API FActiveMusicItem(); };