#pragma once #include "CoreMinimal.h" #include "GDItemCategoryIDs.generated.h" class UCategoryID; USTRUCT(BlueprintType) struct FGDItemCategoryIDs { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* OverclockID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* ItemSkinID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* VanityID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* PickaxePartID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* WeaponID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* CraftingID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* ForgeID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCategoryID* BoscoSkinID; FSD_API FGDItemCategoryIDs(); };