#pragma once #include "CoreMinimal.h" #include "ForgingPendingReward.h" #include "ForgingSave.generated.h" USTRUCT(BlueprintType) struct FForgingSave { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 XP; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PendingMasteryRewards; public: FSD_API FForgingSave(); };