#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "PawnStatEntry.generated.h" class UPawnStat; USTRUCT(BlueprintType) struct FPawnStatEntry : public FFastArraySerializerItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UPawnStat* PawnStat; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Value; FSD_API FPawnStatEntry(); };