#pragma once #include "CoreMinimal.h" #include "Engine/EngineTypes.h" #include "DormantComponentState.generated.h" class UActorComponent; USTRUCT(BlueprintType) struct FDormantComponentState { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Component; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte Collision; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName CollisionProfileName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 Active: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 Visible: 1; FSD_API FDormantComponentState(); };