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