#pragma once #include "CoreMinimal.h" #include "BaseVariantDef.h" #include "DynamicVariantDef.generated.h" class UVariantTypeBase; USTRUCT(BlueprintType) struct FDynamicVariantDef : public FBaseVariantDef { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) TArray DynamicVariants; FORTNITEGAME_API FDynamicVariantDef(); };