#pragma once #include "CoreMinimal.h" #include "TieredCollectionProgressionDataBase.h" #include "CollectionLootSetData.generated.h" USTRUCT(BlueprintType) struct FCollectionLootSetData : public FTieredCollectionProgressionDataBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray LootSetNames; FORTNITEGAME_API FCollectionLootSetData(); };