#pragma once #include "CoreMinimal.h" #include "PlayerProximityDelegateDelegate.h" #include "ProximityTriggerItem.generated.h" USTRUCT(BlueprintType) struct FProximityTriggerItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FPlayerProximityDelegate Callback; FSD_API FProximityTriggerItem(); };