#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "ProjectileImpact.generated.h" class AActor; class UPhysicalMaterial; class UPrimitiveComponent; USTRUCT(BlueprintType) struct FProjectileImpact { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantize Location; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantizeNormal Normal; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Actor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Component; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPhysicalMaterial* PhysMat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 BoneIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bBlockingHit; FSD_API FProjectileImpact(); };