#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "SaveGameSettings.generated.h" class UVanityItem; UCLASS(Blueprintable) class USaveGameSettings : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap CampaignVanityFixupList; public: USaveGameSettings(); };