#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "ReflectiveHitscanHit.generated.h" class UFSDPhysicalMaterial; class UPrimitiveComponent; USTRUCT(BlueprintType) struct FReflectiveHitscanHit { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UPrimitiveComponent* Component; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 BoneIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FName BoneName; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector_NetQuantize HitLocation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector_NetQuantizeNormal ImpactNormal; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UFSDPhysicalMaterial* PhysMat; FSD_API FReflectiveHitscanHit(); };