#pragma once #include "CoreMinimal.h" #include "OptionsInSaveGame.generated.h" USTRUCT(BlueprintType) struct FOptionsInSaveGame { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool SaveGameOptionsValid; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 ScreenMode; FSD_API FOptionsInSaveGame(); };