#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "CharacterVanityLoadout.generated.h" USTRUCT(BlueprintType) struct FCharacterVanityLoadout { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedHeadItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedBeardItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedArmorItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedArmorMaterialID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedBeardColorItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedSkinColorItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedEyebrowsItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedMoustacheItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid EquippedSideburnsItemID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UsingSleevelessArmor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 MedicalGownIndex; FSD_API FCharacterVanityLoadout(); };