#pragma once #include "CoreMinimal.h" #include "RagdollItem.generated.h" class AActor; class UMaterialInstanceDynamic; USTRUCT(BlueprintType) struct FRagdollItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AActor* Actor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Materials; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UMaterialInstanceDynamic* DropshadowMaterial; FSD_API FRagdollItem(); };