#pragma once #include "CoreMinimal.h" #include "EInputKeys.h" #include "CharacterUseState.generated.h" class UUsableComponentBase; USTRUCT(BlueprintType) struct FCharacterUseState { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UUsableComponentBase* ActiveUsable; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EInputKeys Key; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 UseId; FSD_API FCharacterUseState(); };