#pragma once #include "CoreMinimal.h" #include "Templates/SubclassOf.h" #include "SaveGameSnapShot.generated.h" class APlayerCharacter; class UFSDSaveGame; class UResourceData; USTRUCT(BlueprintType) struct FSaveGameSnapShot { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr SaveGame; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FString Filename; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsObsolete; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 VersionNumber; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 Credits; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap, int32> CharacterLevels; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap, int32> Resources; FSD_API FSaveGameSnapShot(); };