#pragma once #include "CoreMinimal.h" #include "FortCustomizationAssetsToLoad.generated.h" class UCustomCharacterPart; class UFortHeroType; class UFortItemDefinition; USTRUCT(BlueprintType) struct FFortCustomizationAssetsToLoad { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray HeroTypes; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray CharacterParts; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray ItemDefs; FORTNITEGAME_API FFortCustomizationAssetsToLoad(); };