#pragma once #include "CoreMinimal.h" #include "AssetsToLoadSettings.generated.h" class AActor; USTRUCT(BlueprintType) struct FAssetsToLoadSettings { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> ActorsPermanently; FSD_API FAssetsToLoadSettings(); };