#pragma once #include "CoreMinimal.h" #include "SeasonEvent.generated.h" class USeasonEventData; USTRUCT(BlueprintType) struct FSeasonEvent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USeasonEventData* Event; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Count; FSD_API FSeasonEvent(); };