#pragma once #include "CoreMinimal.h" #include "EnemySpawnedDelegateDelegate.h" #include "ManagedEncounterItem.h" #include "PrePlacedEncounterItem.h" #include "EncounterManagerItem.generated.h" USTRUCT(BlueprintType) struct FEncounterManagerItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray ManagedEcnounterItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray PrePlacedEncounterItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 ID; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsRoom; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FEnemySpawnedDelegate Callback; FSD_API FEncounterManagerItem(); };