#pragma once #include "CoreMinimal.h" #include "MissionStatCounter.h" #include "MissionStatSave.generated.h" USTRUCT(BlueprintType) struct FMissionStatSave { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Counters; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bCharacterLevelUpFixed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bBoughtVanityItemsFixed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bBoughtEquipmentUpgradesFixed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bCampaignsCompletedFixed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool WeaponUpgradesFixed; public: FSD_API FMissionStatSave(); };