#pragma once #include "CoreMinimal.h" #include "Templates/SubclassOf.h" #include "BuildingClassData.generated.h" class ABuildingActor; USTRUCT(BlueprintType) struct FBuildingClassData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TSubclassOf BuildingClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 PreviousBuildingLevel; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) uint8 UpgradeLevel; FORTNITEGAME_API FBuildingClassData(); };