#pragma once #include "CoreMinimal.h" #include "EDynamicSoundOverride.h" #include "AudioDynamicSoundData.generated.h" USTRUCT(BlueprintType) struct FAudioDynamicSoundData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName Name; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte SoundOverrideType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Volume; FORTNITEGAME_API FAudioDynamicSoundData(); };