#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "FortCosmeticModification.h" #include "FortConditionalCosmeticModification.generated.h" USTRUCT(BlueprintType) struct FFortConditionalCosmeticModification { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFortCosmeticModification CosmeticModification; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer ConditionalTags; FORTNITEGAME_API FFortConditionalCosmeticModification(); };