#pragma once #include "CoreMinimal.h" #include "SaveGameStatePerkItem.generated.h" class UPerkAsset; USTRUCT(BlueprintType) struct FSaveGameStatePerkItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 Rank; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UPerkAsset* Perk; FSD_API FSaveGameStatePerkItem(); };