#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "NewPlayerMutator.h" #include "FSDTutorialSettings.generated.h" UCLASS(Blueprintable) class UFSDTutorialSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 RequiredCPTreasures; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 RequiredCPMachineEvents; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 RequiredCPVeterans; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray FirstMissionsMutators; UFSDTutorialSettings(); };