#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Templates/SubclassOf.h" #include "ProjectileSpawnData.generated.h" class AProjectile; USTRUCT(BlueprintType) struct FProjectileSpawnData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ProjectileClass; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) FFloatInterval HorizontalAngleOffset; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) FFloatInterval VerticalAngleOffset; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) FFloatInterval Delay; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IsBallistic; FSD_API FProjectileSpawnData(); };