#pragma once #include "CoreMinimal.h" #include "VanitySlotStore.h" #include "VanitySlotCharacter.generated.h" class UPlayerCharacterID; USTRUCT(BlueprintType) struct FVanitySlotCharacter { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap Characters; FSD_API FVanitySlotCharacter(); };