#pragma once #include "CoreMinimal.h" #include "IRandRange.h" #include "JettyBootNPC.generated.h" USTRUCT(BlueprintType) struct FJettyBootNPC { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString CharacterName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float HasPlayedChance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FIRandRange ScoreInterval; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray StartScores; FSD_API FJettyBootNPC(); };