#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "DeployableBaseInstance.generated.h" class ADeployableBasePlot; USTRUCT(BlueprintType) struct FDeployableBaseInstance : public FFastArraySerializerItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) ADeployableBasePlot* DeployableBase; FORTNITEGAME_API FDeployableBaseInstance(); };