#pragma once #include "CoreMinimal.h" #include "ScriptedAction.h" #include "ScriptedBehavior.generated.h" USTRUCT(BlueprintType) struct FScriptedBehavior { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString ScriptName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Actions; FORTNITEGAME_API FScriptedBehavior(); };