#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "SaveGameIDInterface.h" #include "SavablePrimaryDataAsset.generated.h" class UBuildRestriction; UCLASS(Blueprintable) class USavablePrimaryDataAsset : public UPrimaryDataAsset, public ISaveGameIDInterface { GENERATED_BODY() public: UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 BuildRestrictions; UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PlatformRestrictions; protected: UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool EnableDangerousSaveGameIDEditing; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGuid SavegameID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UBuildRestriction* BuildRestriction; public: USavablePrimaryDataAsset(); // Fix for true pure virtual functions not being implemented };