#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "DeployableBaseInstance.h" #include "DeployableBaseArray.generated.h" USTRUCT(BlueprintType) struct FDeployableBaseArray : public FFastArraySerializer { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray DeployableBases; public: FORTNITEGAME_API FDeployableBaseArray(); };