#pragma once #include "CoreMinimal.h" #include "ScreenLabelText.generated.h" USTRUCT(BlueprintType) struct FScreenLabelText { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText NormalText; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText RichText; FORTNITEGAME_API FScreenLabelText(); };