#pragma once #include "CoreMinimal.h" #include "BossFight.generated.h" class AActor; class UEnemyComponent; class UEnemyHealthComponent; USTRUCT(BlueprintType) struct FBossFight { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TWeakObjectPtr BossActor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true)) TWeakObjectPtr EnemyComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true)) TWeakObjectPtr HealthComponent; FSD_API FBossFight(); };