#pragma once #include "CoreMinimal.h" #include "EquippedActorData.generated.h" class AActor; USTRUCT(BlueprintType) struct FEquippedActorData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AActor* Actor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 IsExternalActor: 1; FSD_API FEquippedActorData(); };