#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "CharacterVanitySave.h" #include "ItemLoadout.h" #include "Templates/SubclassOf.h" #include "UpgradeLoadout.h" #include "VictoryPoseSave.h" #include "CharacterSave.generated.h" class APlayerCharacter; USTRUCT(BlueprintType) struct FCharacterSave { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid SavegameID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 XP; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasCompletedRetirementCampaign; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 TimesRetired; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 RetiredCharacterLevels; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasSeenRetirementRewardScreen; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf CharacterClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterVanitySave Vanity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 SelectedLoadout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FItemLoadout Loadout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Loadouts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray ItemUpgradeLoadouts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FItemLoadout RandomWeaponLoadout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FUpgradeLoadout RandomItemUpgradeLoadouts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVictoryPoseSave VictoryPose; public: FSD_API FCharacterSave(); };