#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "SeasonSaveEntry.h" #include "SeasonSave.generated.h" USTRUCT(BlueprintType) struct FSeasonSave { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap Seasons; public: FSD_API FSeasonSave(); };