#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "PlayerSphere.generated.h" class APawn; USTRUCT(BlueprintType) struct FPlayerSphere { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector Center; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Radius; UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray> Players; FSD_API FPlayerSphere(); };