#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "EGeneratorIconType.h" #include "EPickaxePartLocation.h" #include "PickaxeSet.h" #include "GenerateIconInfo.generated.h" class UItemSkin; class UPickaxePart; class UPlayerCharacterID; class UVanityItem; USTRUCT(BlueprintType) struct FGenerateIconInfo { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EGeneratorIconType IconType; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UPickaxePart* PickaxePart; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FPickaxeSet PickaxeSet; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EPickaxePartLocation PickaxePartLocation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UItemSkin* ItemSkin; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UVanityItem* Item; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* Character; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector2D Size; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bShowCloseUp; FSD_API FGenerateIconInfo(); };