#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/NetSerialization.h" #include "BuildingClassData.h" #include "CreateBuildingActorData.generated.h" USTRUCT(BlueprintType) struct FCreateBuildingActorData { GENERATED_BODY() public: UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint32 BuildingClassHandle; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector_NetQuantize10 BuildLoc; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FRotator BuildRot; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bMirrored; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float SyncKey; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FBuildingClassData BuildingClassData; public: FORTNITEGAME_API FCreateBuildingActorData(); };