#pragma once #include "CoreMinimal.h" #include "SpawnRarityItem.generated.h" USTRUCT(BlueprintType) struct FSpawnRarityItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Duration; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Rarity; FSD_API FSpawnRarityItem(); };