#pragma once #include "CoreMinimal.h" #include "Pillar.h" #include "ResourceLocation.h" #include "RoomBox.h" #include "RoomEntrance.h" #include "RoomItem.h" #include "RoomLine.h" #include "TriggerItem.h" #include "GeneratedRoom.generated.h" class UTerrainMaterial; USTRUCT(BlueprintType) struct FGeneratedRoom { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterial* Material; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Lines; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Pillars; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray BoxCarvers; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray BoxFillers; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray ResourceLocations; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Entrances; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray RoomItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray TriggerItems; FSD_API FGeneratedRoom(); };