#pragma once #include "CoreMinimal.h" #include "PLSResource.generated.h" class UResourceData; USTRUCT(BlueprintType) struct FPLSResource { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UResourceData* Resource; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AmountToGenerate; FSD_API FPLSResource(); };