#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/EngineTypes.h" #include "SplineHitResult.generated.h" USTRUCT(BlueprintType) struct FSplineHitResult { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHitResult HitResult; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SplineDistance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector SplineTangent; FSD_API FSplineHitResult(); };