#pragma once #include "CoreMinimal.h" #include "ReplicatedCharacterData.generated.h" class AActor; USTRUCT(BlueprintType) struct FReplicatedCharacterData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Target; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bCanTakeDamage; FSD_API FReplicatedCharacterData(); };