#pragma once #include "CoreMinimal.h" #include "DamageDataBase.h" #include "DamageData.generated.h" class AActor; class AController; class UDamageClass; USTRUCT(BlueprintType) struct FDamageData : public FDamageDataBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UDamageClass* DamageClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Instigator; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr DamageCauser; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float DamageModifier; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ArmorPenetration; FSD_API FDamageData(); };