#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "ELaserPointerTargetType.h" #include "LaserPointerData.generated.h" class UTexture2D; USTRUCT(BlueprintType) struct FLaserPointerData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FText Name; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FText Description; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FLinearColor Color; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UTexture2D* Icon; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) ELaserPointerTargetType TargetType; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FGuid SavegameID; FSD_API FLaserPointerData(); };