#pragma once #include "CoreMinimal.h" #include "CharacterProgress.h" #include "PlayerProgress.h" #include "EndMissionResult.generated.h" class USchematic; USTRUCT(BlueprintType) struct FEndMissionResult { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FPlayerProgress PreviousPlayerProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FPlayerProgress PlayerProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterProgress PreviousCharacterProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCharacterProgress CharacterProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USchematic* RewardedSchematic; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bReadyForUse; FSD_API FEndMissionResult(); };