#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "FSDPlayerStart.generated.h" class AFSDPlayerController; class UPlayerCharacterID; UCLASS(Blueprintable) class AFSDPlayerStart : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* PrefferedClassID; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AFSDPlayerController* usedBy; AFSDPlayerStart(); };