#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "MultiHitscanHit.generated.h" USTRUCT(BlueprintType) struct FMultiHitscanHit { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 TargetComponentIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 PhysicalMaterialIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector_NetQuantize HitLocation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector_NetQuantizeNormal ImpactNormal; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 BoneIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool PlayImpactSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool SpawnDecal; FSD_API FMultiHitscanHit(); };