#pragma once #include "CoreMinimal.h" #include "ExposedProperty.h" #include "ExposedFloat.generated.h" USTRUCT(BlueprintType) struct FExposedFloat : public FExposedProperty { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName PropertyName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText Description; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinValue; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxValue; FSD_API FExposedFloat(); };