#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "SpawnMachineRepData.h" #include "SpawnMachineRepDataArray.generated.h" class AFortGameStateAthena; USTRUCT(BlueprintType) struct FSpawnMachineRepDataArray : public FFastArraySerializer { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SpawnMachineRepDataArray; UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true)) AFortGameStateAthena* OwningGameState; public: FORTNITEGAME_API FSpawnMachineRepDataArray(); };