#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "ProjectileState.generated.h" class USceneComponent; USTRUCT(BlueprintType) struct FProjectileState { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantize Velocity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantize Location; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USceneComponent* HomingTargetComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 IsSimulating: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 IsBouncy: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 IsHoming: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 IsPenetrating: 1; FSD_API FProjectileState(); };