#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "ActiveTieredCollectionLayout.h" #include "ActiveTieredCollectionLayoutArray.generated.h" USTRUCT(BlueprintType) struct FActiveTieredCollectionLayoutArray : public FFastArraySerializer { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray LayoutArray; UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true)) bool bTiersForced; public: FORTNITEGAME_API FActiveTieredCollectionLayoutArray(); };