#pragma once #include "CoreMinimal.h" #include "ActiveStatusEffect.h" #include "ActiveStatusEffectBank.generated.h" class UStatusEffect; USTRUCT(BlueprintType) struct FActiveStatusEffectBank { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UStatusEffect* Key; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UStatusEffect* ActiveEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Effects; FSD_API FActiveStatusEffectBank(); };