#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "MissionDuration.generated.h" UCLASS(Blueprintable) class UMissionDuration : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText Title; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float HazardBonus; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 NumberOfDots; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid SavegameID; UMissionDuration(); };