#pragma once #include "CoreMinimal.h" #include "Templates/SubclassOf.h" #include "CoilgunAfflictionEntry.generated.h" class UStatusEffect; class UStatusEffectsComponent; USTRUCT(BlueprintType) struct FCoilgunAfflictionEntry { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray> PushedAfflictions; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UStatusEffectsComponent* Target; FSD_API FCoilgunAfflictionEntry(); };