37 lines
1.2 KiB
C++
Executable file
37 lines
1.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Templates/SubclassOf.h"
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#include "SaveGameSnapShot.generated.h"
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class APlayerCharacter;
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class UFSDSaveGame;
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class UResourceData;
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USTRUCT(BlueprintType)
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struct FSaveGameSnapShot {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UFSDSaveGame> SaveGame;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FString Filename;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool IsObsolete;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 VersionNumber;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 Credits;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<TSubclassOf<APlayerCharacter>, int32> CharacterLevels;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<TSubclassOf<UResourceData>, int32> Resources;
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FSD_API FSaveGameSnapShot();
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};
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