#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UINotificationItem.h" #include "ItemUINotifications.generated.h" class UFSDSaveGame; USTRUCT(BlueprintType) struct FItemUINotifications { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray UINotifications; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TSet UINotificationSet; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UFSDSaveGame* SaveGame; public: FSD_API FItemUINotifications(); };