#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "BumpPlayerHit.generated.h" class APlayerCharacter; USTRUCT(BlueprintType) struct FBumpPlayerHit { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantize force; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) APlayerCharacter* Player; FSD_API FBumpPlayerHit(); };