#pragma once #include "CoreMinimal.h" #include "EFrozenBitsSize.h" #include "RandRange.h" #include "ScalingMeshAfflictionItem.generated.h" USTRUCT(BlueprintType) struct FScalingMeshAfflictionItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName BoneName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandRange MeshScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EFrozenBitsSize FrozenBitsSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ChanceToSpawn; FSD_API FScalingMeshAfflictionItem(); };