#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "ECreatureSize.h" #include "SpawnEffectItem.generated.h" USTRUCT(BlueprintType) struct FSpawnEffectItem : public FFastArraySerializerItem { GENERATED_BODY() public: UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) ECreatureSize CreatureSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantize Location; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRotator Rotation; FSD_API FSpawnEffectItem(); };