#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "CharacterVanityLoadout.h" #include "EVanitySlot.h" #include "CharacterVanitySave.generated.h" class UVanityItem; USTRUCT(BlueprintType) struct FCharacterVanitySave { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Loadouts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterVanityLoadout RandomVanityLoadout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnLockedVanityItemIDs; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UnLockedVanityItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap NewVanityItems; public: FSD_API FCharacterVanitySave(); };