#pragma once #include "CoreMinimal.h" #include "SavableDataAsset.h" #include "SeasonEventData.generated.h" class UTexture2D; UCLASS(Blueprintable) class FSD_API USeasonEventData : public USavableDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText Name; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PerformancePoints; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PerformancePointsOnFail; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr Icon; USeasonEventData(); };