#pragma once #include "CoreMinimal.h" #include "EnemySpawnedDelegateDelegate.h" #include "SpawnQueueItem.generated.h" class APawn; class UEnemyDescriptor; USTRUCT(BlueprintType) struct FSpawnQueueItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TSoftClassPtr EnemyClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UEnemyDescriptor* enemy; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FEnemySpawnedDelegate Callback; FSD_API FSpawnQueueItem(); };