#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "AsyncLevelPersistanceActor.generated.h" class UObject; UCLASS(Blueprintable) class AAsyncLevelPersistanceActor : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray References; AAsyncLevelPersistanceActor(); };