#pragma once #include "CoreMinimal.h" #include "GDPerks.generated.h" class UFloatPerkAsset; class UPerkAsset; USTRUCT(BlueprintType) struct FGDPerks { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PerkAssets; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray RequiredClaimsPerTier; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* IronWill; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* DashPerk; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* MarathonPerk; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* ShieldLink; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* Bezerk; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* JumpBoots; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* ImpactCompensators; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* BeastMaster; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* DownedBomb; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* FieldMedic; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* HeightenedSenses; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* HoverBoots; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* ActivePerkSlots; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloatPerkAsset* PassivePerkSlots; FSD_API FGDPerks(); };