#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "PrePlacedEncounterItem.generated.h" class AEncounterActor; class UEnemyDescriptor; USTRUCT(BlueprintType) struct FPrePlacedEncounterItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UEnemyDescriptor* descriptor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FTransform Location; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AEncounterActor* EncounterActor; FSD_API FPrePlacedEncounterItem(); };