#pragma once #include "CoreMinimal.h" #include "ArmorHealthSubItem.h" #include "ArmorHealthItem.generated.h" USTRUCT(BlueprintType) struct FArmorHealthItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 MaterialIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HealthIsBreakPercentage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool OverrideAffectedByAmorBreak; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool NewAffectedByArmorBreak; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool OverrideArmorDamageEnabled; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray ArmorBones; FSD_API FArmorHealthItem(); };