#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GameFramework/Actor.h" #include "SavableActor.generated.h" UCLASS(Blueprintable) class ASavableActor : public AActor { GENERATED_BODY() public: protected: UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool EnableDangerousSaveGameIDEditing; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid SavegameID; public: ASavableActor(); };