#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "PawnStatEntry.h" #include "PawnStatEntriesArray.generated.h" class UPawnStatsComponent; USTRUCT(BlueprintType) struct FPawnStatEntriesArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Items; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, NotReplicated, meta=(AllowPrivateAccess=true)) UPawnStatsComponent* Owner; FSD_API FPawnStatEntriesArray(); };