#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/NetSerialization.h" #include "ESpawnMachineState.h" #include "SpawnMachineRepData.generated.h" USTRUCT(BlueprintType) struct FSpawnMachineRepData : public FFastArraySerializerItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector Location; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ESpawnMachineState SpawnMachineState; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SpawnMachineCooldownStartTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SpawnMachineCooldownEndTime; FORTNITEGAME_API FSpawnMachineRepData(); };