#pragma once #include "CoreMinimal.h" #include "MasteryItem.generated.h" class UUnlockReward; USTRUCT(BlueprintType) struct FMasteryItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 NeededMastery; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) TArray Unlocks; FSD_API FMasteryItem(); };