#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "RecipeDataTableRowHandleQuantityData.generated.h" USTRUCT(BlueprintType) struct FORTNITEGAME_API FRecipeDataTableRowHandleQuantityData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDataTableRowHandle DataTableRowHandle; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Quantity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ConvertRemainderUp; FRecipeDataTableRowHandleQuantityData(); };