#pragma once #include "CoreMinimal.h" #include "NewPlayerMutator.generated.h" class UMutator; USTRUCT(BlueprintType) struct FNewPlayerMutator { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 MinCampaignProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 MaxCampaignProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Mutators; FSD_API FNewPlayerMutator(); };