#pragma once #include "CoreMinimal.h" #include "FakeMoveState.h" #include "SawFakeMoveState.generated.h" USTRUCT(BlueprintType) struct FSawFakeMoveState : public FFakeMoveState { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float GravityTimer; FSD_API FSawFakeMoveState(); };