#pragma once #include "CoreMinimal.h" #include "EGameType.h" #include "ESteamSearchRegion.h" #include "ESteamServerJoinStatus.h" #include "FSDServerSearchOptions.generated.h" class UDifficultySetting; USTRUCT(BlueprintType) struct FFSDServerSearchOptions { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ESteamServerJoinStatus JoinStatus; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ESteamSearchRegion SearchRegion; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Difficulties; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool DeepDive; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString SearchString; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 MissionSeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 GlobalMissionSeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray GameTypes; FSD_API FFSDServerSearchOptions(); };