Files
2026-04-22 15:51:07 +02:00

24 lines
672 B
C++

#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<FSpawnMachineRepData> SpawnMachineRepDataArray;
UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, Transient, meta=(AllowPrivateAccess=true))
AFortGameStateAthena* OwningGameState;
public:
FORTNITEGAME_API FSpawnMachineRepDataArray();
};