#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "ActiveGameplayModifier.h" #include "ActiveGameplayModifierArray.generated.h" USTRUCT(BlueprintType) struct FActiveGameplayModifierArray : public FFastArraySerializer { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Items; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray DeferredGameplayModifiers; UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true)) int32 ModifierHandleGenerator; UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true)) bool bSupportRuntimeModifierShutdown; public: FORTNITEGAME_API FActiveGameplayModifierArray(); };