#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "MashPlayerDataEntry.h" #include "MashPlayerDataArray.generated.h" USTRUCT(BlueprintType) struct FMashPlayerDataArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Entries; FORTNITEGAME_API FMashPlayerDataArray(); };