#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "DeepDiveSaveRewardItem.h" #include "DeepDiveItem.generated.h" USTRUCT(BlueprintType) struct FDeepDiveItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Progress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Seed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 BestTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Rewards; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HasEverCompleted; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray RewardsGiven; public: FSD_API FDeepDiveItem(); };