#pragma once #include "CoreMinimal.h" #include "PlayerProgress.generated.h" USTRUCT(BlueprintType) struct FPlayerProgress { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PlayerRank; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PlayerStars; public: FSD_API FPlayerProgress(); };