#pragma once #include "CoreMinimal.h" #include "OverlapPair.generated.h" class AActor; class APlayerCharacter; USTRUCT(BlueprintType) struct FOverlapPair { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) APlayerCharacter* Player; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AActor* Overlap; FSD_API FOverlapPair(); };