#pragma once #include "CoreMinimal.h" #include "DelayedActorSwitchData.generated.h" class AActor; USTRUCT(BlueprintType) struct FDelayedActorSwitchData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Actor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 IsActive: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 IsExternalActor: 1; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 IsUnEquipCalled: 1; FSD_API FDelayedActorSwitchData(); };