#pragma once #include "CoreMinimal.h" #include "SeasonalEventEntry.generated.h" class UMissionTemplate; class UMutator; class USpecialEvent; USTRUCT(BlueprintType) struct FSeasonalEventEntry { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USpecialEvent* SpecialEvent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray BannedMissions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray BannedMutators; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 RequiredMainCampaignProgress; FSD_API FSeasonalEventEntry(); };