#pragma once #include "CoreMinimal.h" #include "LockCounter.generated.h" class AActor; USTRUCT(BlueprintType) struct FLockCounter { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 LockCount; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr LockedActor; FSD_API FLockCounter(); };