#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "DamageDoneInfo.generated.h"

USTRUCT(BlueprintType)
struct FDamageDoneInfo {
    GENERATED_BODY()
public:
    UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
    FGameplayTagContainer TrackedDamageTagGrouping;
    
    UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
    float DamageAmount;
    
    FORTNITEGAME_API FDamageDoneInfo();
};

