#pragma once #include "CoreMinimal.h" #include "TreasureRewarder.h" #include "VanityItemRewarder.generated.h" class UPlayerCharacterID; class UVanityItem; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UVanityItemRewarder : public UTreasureRewarder { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UVanityItem* GivenVanityItem; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* GivenCharacterID; UVanityItemRewarder(); };