#pragma once #include "CoreMinimal.h" #include "SeasonLevel.generated.h" class UReward; USTRUCT(BlueprintType) struct FSeasonLevel { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UReward* Reward; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UReward* specialReward; FSD_API FSeasonLevel(); };