#pragma once #include "CoreMinimal.h" #include "PendingRewardsStats.generated.h" class UResourceData; USTRUCT(BlueprintType) struct FPendingRewardsStats { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap AllResources; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap CollectedResources; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool PrimaryObjectiveCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool SecondaryObjectiveCompleted; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float TimePlayed; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 EnemiesKilled; FSD_API FPendingRewardsStats(); };