#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "DeferredActorData.generated.h" class ABuildingActor; USTRUCT(BlueprintType) struct FDeferredActorData { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ABuildingActor* BuildingActor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 ActorRecordIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FTransform BuildingTransform; FORTNITEGAME_API FDeferredActorData(); };