#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "EDeepMovementState.h" #include "DeepRepPath.generated.h" USTRUCT(BlueprintType) struct FDeepRepPath { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector PathBase; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 PathLength; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EDeepMovementState State; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 StateBits; UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector PathOffsets[16]; FSD_API FDeepRepPath(); };