#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "SpawnEffectItem.h" #include "SpawnEffectsArray.generated.h" USTRUCT(BlueprintType) struct FSpawnEffectsArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Items; FSD_API FSpawnEffectsArray(); };